Information processing system relating to content distribution, storage medium for storing program directed thereto, and information processing device

ABSTRACT

A CPU shows animation in which an introduction character appears. In succession, the CPU has a profile of the introduction character displayed. Thereafter, the CPU has a substance of a content displayed, based on a title or the like included in motion picture information downloaded from a distribution server. Namely, the CPU causes a monitor to display the introduction character (a character object) based on obtained character information and outputs information for introducing a specific content in association with the introduction character (the character object) based on obtained content information.

This nonprovisional application is based on Japanese Patent ApplicationNo. 2009-017144 filed with the Japan Patent Office on Jan. 28, 2009, theentire contents of which are hereby incorporated by reference.

FIELD OF THE INVENTION

The present invention relates to an information processing systemrelating to content distribution, a storage medium for storing a programdirected thereto, and an information processing device.

DESCRIPTION OF THE BACKGROUND ART

A motion picture viewing system through the Internet or the like hasconventionally been available. As disclosed in Japanese PatentLaying-Open No. 2007-323370, in such a motion picture viewing system byway of example, as a user accesses a motion picture viewing site, a listof thumbnail images is displayed on a terminal used by the user. Then,as the user selects any thumbnail image, downloading and reproduction ofthe selected video is started.

In addition, for example, according to YouTube®, by clicking a thumbnailof a motion picture desired by the user from a list of thumbnail imagesof motion pictures narrowed down based on categories, the selectedmotion picture is reproduced. In addition, according to YouTube®, such asystem that thumbnail images of featured motion pictures are displayedand a selected motion picture is reproduced by clicking the thumbnail ofthe motion picture desired by the user is disclosed.

On the other hand, in the system disclosed in Japanese PatentLaying-Open No. 2007-323370 above or YouTube®, the user has to select adesired content from among thumbnail images displayed in a list.Therefore, from a user's point of view, such an operation is bothersomeand the user tends to hesitate to watch a content. In addition,according to YouTube®, only thumbnails, titles and the like of contentsare shown, and it is not a system giving an effect to encourage the userto watch a content.

SUMMARY OF THE INVENTION

The present invention was made to solve the above-described problems. Anobject of the present invention is to provide an information processingsystem, a storage medium for storing a program directed thereto, and aninformation processing device capable of having a user feel free towatch a content and enhancing user's willingness to watch a content.

An information processing system (100: reference numeral used inembodiments; to be understood similarly hereinafter) according to afirst aspect of the present invention includes at least one server (104)and an information processing device (12) connected to the server sothat data can be communicated therewith. The server includes a firststorage unit (FIG. 32) for storing a specific content, a second storageunit (FIG. 32) for storing character information defining a characterobject, a third storage unit (FIG. 32) for storing information forintroducing the specific content, and a transmission unit (104; SQ22,SQ26; SQ52, SQ56) for transmitting the character information and theinformation for introducing the specific content to the informationprocessing device in association with each other. The informationprocessing device includes an obtaining unit (40; S110, S116) forobtaining the character information and the information for introducingthe specific content from the server, an output unit (40; S118, S122,S124) for outputting the character object based on the obtainedcharacter information and the obtained information for introducing thecontent in association with each other, and a reproduction unit (40;S128, S200, S202) for reproducing the specific content in response to auser's operation.

According to the first aspect, the information for introducing apredetermined specific content is output in association with thecharacter object. Therefore, example, the user does not have to selectof himself/herself a content he/she desires to reproduce from among alarge number of contents stored in the server. Accordingly, the user isless likely to hesitate to watch the content and the user can feel freeto watch the content. In addition, as the specific content is introducedin association with the character object, as compared with an examplewhere a content is simply introduced, the user feels more familiar anduser's willingness to watch the content can further be enhanced.

In addition, according to the first aspect, such a feature can beimplemented by a generally used, what is called server-clientconfiguration. Therefore, a content distribution service provider canstart providing the service according to the present invention easilywith low cost. Consequently, as character information and introductioninformation can efficiently be distributed to a large number ofinformation processing devices, contents can be introduced to a largenumber of users. Therefore, the service provider can achieve a moreeffective advertising function.

According to a preferred second aspect, the information processingdevice further includes a fourth storage unit (44; S5) for storing usercharacter information defining a user character object set in accordancewith a user's operation. The output unit is adapted to output the usercharacter object based on the user character information stored in thefourth storage unit and the character object based on the characterinformation obtained from the server in an identical screen (FIG. 17).

According to the second aspect, as the character object transmitted fromthe server and the user character registered in advance in theinformation processing device itself are output in the same screen,familiarity with the character object transmitted from the server can beenhanced.

According to a third aspect of the present invention, an informationprocessing system (100) having first and second information processingdevices (12-1, 12-2) is provided. The first information processingdevice includes a first storage unit, (44; S5) for storing characterinformation for defining a character object, a first reproduction unit(40; S128, S200, S202) for reproducing a content, a generation unit (40;S232, S400 to S440) for generating introduction information forintroducing the content in response to a user's operation, and atransmission unit (40; S448, S450) for transmitting the characterinformation and the introduction information to the second informationprocessing device in association with each other. The second informationprocessing device includes a reception unit (40, S112, S114) forreceiving the character information and the introduction informationfrom the first information processing device, an output unit (40; S118,S122) for outputting the character object based on the receivedcharacter information and the received introduction information inassociation with each other, and a second reproduction unit (40; S128,S200, S202) for reproducing the content brought in correspondence withthe introduction information.

According to the third aspect, any content (typically, a content watchedby a certain user) can easily be recommended to another user.Accordingly, the user does not have to select of himself/herself acontent he/she desires to reproduce from among a large number ofcontents stored in the server. Here, the information processing deviceoperated by the user to whom the content was recommended outputsinformation for introducing the recommended content in association withthe output character object. Therefore, as compared with an examplewhere a content is simply introduced, the user feels more familiar anduser's willingness to watch the content can further be enhanced. Inaddition, an advertising effect by what is called “word of mouth” amongusers can be enhanced.

According to a preferred fourth aspect, the information processingsystem further has a server. The server includes a second storage unit(FIG. 32) for storing character information and introduction informationof a specific content. The reception unit of the second informationprocessing device is adapted to be able to receive the characterinformation and the introduction information from the first informationprocessing device and to receive the character information and theintroduction information from the server. The output unit of the secondinformation processing device is further adapted to output the characterobject based on the character information received from the server andthe introduction information of the specific content received from theserver, in association with each other (40; S118, S122, S124).

According to the fourth aspect, in addition to the effect in the thirdaspect described above that another user recommends watching of thecontent, for example, the information for introducing a specific contentstored in the server is also output in association with the characterobject. Therefore, as the content is introduced through two routes,user's willingness to watch the content can further be enhanced.

According to a preferred fifth aspect, the reception unit of the secondinformation processing device is adapted to effectively receive theintroduction information only when a sender of the introductioninformation is the first information processing device registered inadvance as a communication destination.

According to the fifth aspect, reception of an undesired introductionmessage such as a spam mail can be suppressed.

According to a sixth aspect of the present invention, a recording mediumfor storing a program is provided. The program causes a computer (40)representing an information processing device (12) to perform: anobtaining step (S110, S116) of obtaining character information broughtin correspondence with a specific content and introduction informationof the specific content; an output step (S118, S122) of outputting acharacter object based on the obtained character information and theobtained introduction information in association with each other; and areproduction step (S128, S200, S202) of reproducing the specificcontent.

According to the sixth aspect, the information for introducing apredetermined specific content is output in association with thecharacter object. Therefore, for example, the user does not have toselect of himself/herself a content he/she desires to reproduce fromamong a large number of contents stored in the server or the recordingmedium. Accordingly, the user is less likely to hesitate to watch thecontent and the user can feel free to watch the content. In addition, asthe specific content is introduced in association with the characterobject, as compared with an example where a content is simplyintroduced, the user feels more familiar and user's willingness to watchthe content can further be enhanced.

According to a preferred seventh aspect, the reproduction step includesthe step of obtaining and reproducing the specific content from a server(104) capable of distributing a content, which is connected to theinformation processing device so that data can be communicatedtherewith.

According to the seventh aspect, as the content can be distributed fromthe server to a large number of information processing devices, thecontent distribution service provider can start providing the serviceaccording to the present invention easily with low cost.

According to a certain preferred aspect, at least one of display of animage showing a substance of a specific content and generation of voiceand sound indicating a substance of a specific content is provided asoutput of the introduction information.

According to this aspect, the information for introducing the specificcontent appeals to the sense of sight or the sense of hearing of theuser. Accordingly, user's willingness to watch the content can furtherbe enhanced.

According to a preferred eighth aspect, the program further causes thecomputer to perform a first determination step (S106) of determiningwhether a first prescribed condition is satisfied or not. The outputstep includes the step of outputting the character object when it isdetermined that the first prescribed condition is satisfied.

According to a more preferred ninth aspect, the first determination stepincludes a first time counting step (S100) of counting time, and theoutput step includes the step of outputting the character object whenthe time is counted up to a first prescribed time in the first timecounting step.

According to the eighth and ninth aspects, the character object is notsteadily output, but it appears only when some condition is satisfied.Accordingly, the user can look forward to or may be surprised atappearance of the character object. Thus, user's willingness to watchthe content can further be enhanced.

According to a more preferred tenth aspect, the program further causesthe computer to perform a second determination step (S104) ofdetermining whether a second prescribed condition is satisfied or not,after it is determined that the first prescribed condition is satisfied.The output step includes the steps of maintaining output of thecharacter object after it is determined that the first prescribedcondition is satisfied, and ceasing output of the character object whenit is determined that the second prescribed condition is satisfied.

According to a more preferred eleventh aspect, the second determinationstep includes a second time counting step (S130) of counting time. Theoutput step includes the step of ceasing output of the character objectwhen the time is counted up to a second prescribed time in the secondtime counting step.

According to the tenth and eleventh aspects, the character object is notpermanently output after its appearance but it disappears when aprescribed condition is satisfied. Accordingly, the character object orthe introduced content can be provided with timeliness or rarity value.Therefore, not only the user can look forward to appearance of such acharacter object but also user's willingness to watch the content canfurther be enhanced.

According to a preferred twelfth aspect, the computer is connected tothe server through a network, and the server stores the characterinformation and the introduction information describing a substance ofeach content. The obtaining step includes the step of obtaining thecharacter information present in the server and the introductioninformation brought in correspondence with the character informationfrom the server.

According to the twelfth aspect, such a feature can be implemented by agenerally used, what is called server-client configuration. Therefore, acontent distribution service provider can start providing the serviceaccording to the present invention easily with low cost. Consequently,as character information and introduction information can efficiently bedistributed to a large number of information processing devices,contents can be introduced to a large number of users. Therefore, theservice provider can achieve a more effective advertising function.

According to a more preferred thirteenth aspect, the introductioninformation 2 a includes identification information for designating thespecific content. The reproduction step includes the step of obtainingthe content designated based on the identification information byaccessing the server.

According to the thirteenth aspect, as the identification informationfor specifying the content rather than the content data itself istransmitted and received, resources for a communication network or astorage device can be saved. In addition, as response to a user'soperation can be improved, user's stress concerning the operation can belessened.

According to a preferred fourteenth aspect, the program further causesthe computer to perform a selection screen output step of outputting aselection screen for accepting input of selection as to consent toreproduction of the introduced specific content. The reproduction stepincludes the step of starting reproduction of the specific content whenconsent to reproduction is selected in the selection screen.

According to the fourteenth aspect, the user can determine whether towatch the content or not, using the provided introduction information ascriteria. As only the content the user desires to watch is reproduced,content watching as intended by the user can be achieved.

According to a preferred fifteenth aspect, the computer is configured tobe able to interact with a storage device (44). The program furthercauses the computer to perform a registration step (S5) of storing usercharacter information for outputting a user character object set inaccordance with a user's operation in the storage device, a generationstep (S232, S400 to S440) of generating the character informationincluding information for outputting the user character object inaccordance with the user's operation, and a transmission step (S448) oftransmitting the generated character information to another informationprocessing device. The obtaining step includes the step of obtaining thecharacter information from another information processing device.

According to a more preferred sixteenth aspect, the output step includesthe step of outputting a character object substantially identical to theuser character object output by another information processing device,based on the character information received from another informationprocessing device.

According to a more preferred seventeenth aspect, the output stepincludes the step of outputting the user character object based on theuser character information stored in the storage device of theinformation processing device itself and the character object based onthe character information received from another information processingdevice in the same screen.

According to the fifteenth to seventeenth aspects, a content watched bya certain user can easily be recommended to another user. Accordingly,the user does not have to select of himself/herself a content he/shedesires to reproduce from among a large number of contents stored in theserver. Here, the information processing device operated by the user towhom the content was recommended outputs information for introducing therecommended content in association with the output character object.Therefore, as compared with an example where a content is simplyintroduced, the user feels more familiar and user's willingness to watchthe content can further be enhanced. In addition, an advertising effectby what is called “word of mouth” among users can be enhanced.

According to a preferred eighteenth aspect, the character informationincludes information designating a behavior of a corresponding characterobject. The output step includes the step of changing animation of theoutput character object based on the information designating thebehavior included in the character information.

According to the eighteenth aspect, by designating the behavior of thecharacter object, an appearance, an attitude, an expression, an action,and the like of the character object when it is output can be set.Accordingly, the character that appears can have individuality and manysuch characteristics in addition to the introduction information can beexpressed. Therefore, the content can be introduced with variousexpressions and user's willingness to watch the content can further beenhanced.

According to a preferred nineteenth aspect, the character informationincludes profile information on a character object of interest. Theoutput step includes the step of further outputting information forintroducing the character object itself in association with thecharacter object.

According to the nineteenth aspect, the user can be informed of how thecharacter object introducing the content is like. Therefore, the userfeels more familiar and user's willingness to watch the content canfurther be enhanced.

An information processing device (12) according to a twentieth aspect ofthe present invention includes an obtaining unit (40; S110, S116) forobtaining character information brought in correspondence with aspecific content and introduction information of the specific content,an output unit (40; S118, S122) for outputting a character object basedon the obtained character information and the obtained introductioninformation in association with each other, and a reproduction unit (40;S128, S200, S202) for reproducing the specific content.

According to the twentieth aspect, the information for introducing apredetermined specific content is output in association with thecharacter object. Therefore, for example, the user does not have toselect of himself/herself a content he/she desires to reproduce fromamong a large number of contents stored in the server. Accordingly, theuser is less likely to hesitate to watch the content and the user canfeel free to watch the content. In addition) as the specific content isintroduced in association with the character object, as compared with anexample where a content is simply introduced, the user feels morefamiliar and user's willingness to watch the content can further beenhanced.

In the description above, for better understanding of the presentinvention, reference numerals, supplemental explanation and the like forshowing correspondence with embodiments which will be described laterare provided, however, they are not intended to limit the presentinvention in any manner.

The present invention can have the user feel free to watch contents andenhance user's willingness to watch the contents.

The foregoing and other objects, features, aspects and advantages of thepresent invention will become more apparent from the following detaileddescription of the present invention when taken in conjunction with theaccompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic configuration diagram of a distribution systemaccording to an embodiment of the present invention.

FIG. 2 is a schematic configuration diagram of a video game systemaccording to the embodiment of the present invention.

FIG. 3 is a block diagram showing an electric configuration of the videogame system shown in FIG. 2.

FIGS. 4A to 4E show appearance of a controller shown in FIG. 2.

FIG. 5 is a block diagram showing an electric configuration of thecontroller shown in FIG. 2.

FIG. 6 is a diagram showing an exemplary state of playing a game usingthe controller shown in FIG. 2.

FIG. 7 is a diagram for illustrating a viewing angle of a marker and thecontroller.

FIG. 8 is a diagram showing an exemplary picked-up image including atarget image.

FIG. 9 is a diagram showing a data configuration stored in a flashmemory embedded in a game device.

FIG. 10 is a diagram showing an exemplary initial screen of a contentdistribution application according to the embodiment of the presentinvention.

FIG. 11 is a diagram showing an example (No. 1) of a main screen of thecontent distribution application according to the embodiment of thepresent invention.

FIG. 12 is a diagram showing an example (No. 2) of a main screen of thecontent distribution application according to the embodiment of thepresent invention.

FIG. 13 is a diagram showing an example (No. 3) of a main screen of thecontent distribution application according to the embodiment of thepresent invention.

FIG. 14 is a diagram showing an exemplary screen displaying a profile ofa user character of the content distribution application according tothe embodiment of the present invention.

FIG. 15 is a diagram showing an example (No. 4) of a main screen of thecontent distribution application according to the embodiment of thepresent invention.

FIG. 16 is a diagram showing an example (No. 5) of a main screen of thecontent distribution application according to the embodiment of thepresent invention.

FIG. 17 is a diagram showing an example (No. 6) of a main screen of thecontent distribution application according to the embodiment of thepresent invention.

FIG. 18 is a diagram showing an example (No. 7) of a main screen of thecontent distribution application according to the embodiment of thepresent invention.

FIG. 19 is a flowchart showing a processing procedure at the time ofstart-up in the game device according to the embodiment of the presentinvention.

FIGS. 20A to 20D are diagrams showing an exemplary operation for acharacter registration function according to the embodiment of thepresent invention.

FIGS. 21A to 21F are diagrams showing an exemplary operation forcreating a user character according to the embodiment of the presentinvention.

FIG. 22 is a flowchart showing a processing procedure (No. 1) of a mainscreen subroutine in the game device according to the embodiment of thepresent invention.

FIG. 23 is a flowchart showing a processing procedure (No. 2) of themain screen subroutine in the game device according to the embodiment ofthe present invention.

FIG. 24 is a sequence diagram relating to an introduction character inthe distribution system according to the embodiment of the presentinvention.

FIGS. 25A to 25C are diagrams showing an exemplary structure of dataexchanged in the sequence diagram shown in FIG. 24.

FIG. 26 is a diagram showing an exemplary state of reproduction of acontent in the game device according to the embodiment of the presentinvention.

FIG. 27 is a diagram showing an exemplary user evaluation input screenin the game device according to the embodiment of the present invention.

FIG. 28 is a diagram showing an exemplary sub menu screen relating tomotion picture reproduction in the game device according to theembodiment of the present invention.

FIG. 29 is a flowchart showing a processing procedure in a motionpicture reproduction subroutine in the game device according to theembodiment of the present invention.

FIGS. 30A and 30B are diagrams showing an exemplary structure of dataexchanged in the flowchart shown in FIG. 29.

FIG. 31 is a block diagram showing an exemplary summarizing process inthe distribution server according to the embodiment of the presentinvention.

FIG. 32 is a schematic diagram of a directory structure in thedistribution server according to the embodiment of the presentinvention.

FIGS. 33A to 33D are diagrams showing an exemplary screen displayed whena sponsor selection screen subroutine is executed in the game deviceaccording to the embodiment of the present invention.

FIG. 34 is a flowchart showing a processing procedure in the sponsorselection screen subroutine in the game device according to theembodiment of the present invention.

FIGS. 35A to 35F are diagrams showing an exemplary screen displayed whena message creation subroutine is executed in the game device accordingto the embodiment of the present invention.

FIG. 36 is a flowchart showing a processing procedure in the messagecreation subroutine in the game device according to the embodiment ofthe present invention.

FIG. 37 shows appearance of a portable game device according to theembodiment of the present invention.

FIG. 38 is a block diagram showing an electric configuration of theportable game device according to the embodiment of the presentinvention.

FIGS. 39A and 39B are diagrams showing an exemplary screen displayedwhen a portable terminal transfer subroutine is executed in the gamedevice according to the embodiment of the present invention.

FIGS. 40A to 40D are diagrams showing an example (No. 1) of a screendisplayed when a distribution application for portable terminal isexecuted in the portable game device according to the embodiment of thepresent invention.

FIGS. 41A to 41D are diagrams showing an example (No. 2) of a screendisplayed when the distribution application for portable terminal isexecuted in the portable game device according to the embodiment of thepresent invention.

FIG. 42 is a sequence diagram showing processing for transferring acontent between the game device and the portable game device accordingto the embodiment of the present invention.

FIG. 43 is a flowchart showing a procedure for processing thedistribution application for portable terminal in the portable gamedevice according to the embodiment of the present invention.

FIG. 44 is a diagram showing an example (No. 1) of a screen displayedwhen a calendar subroutine is executed in the game device according tothe embodiment of the present invention.

FIG. 45 is a diagram showing an example (No. 2) of a screen displayedwhen the calendar subroutine is executed in the game device according tothe embodiment of the present invention.

FIG. 46 is a sequence diagram showing data exchange when a calendarfunction is attained in the distribution system according to theembodiment of the present invention.

FIGS. 47A and 47B are diagrams showing an exemplary data structure ofcalendar data exchanged in the sequence diagram shown in FIG. 46.

FIG. 48 is a flowchart showing a processing procedure (No. 1) in acalendar subroutine in the game device according to the embodiment ofthe present invention.

FIG. 49 is a flowchart showing a processing procedure (No. 2) in thecalendar subroutine in the game device according to the embodiment ofthe present invention.

FIG. 50 is a diagram showing an exemplary data structure of weeklycalendar data according to a variation of the embodiment of the presentinvention.

FIGS. 51A to 51D are diagrams showing an exemplary screen displayed whena content search subroutine is executed in the game device according tothe embodiment of the present invention.

FIG. 52 is a sequence diagram showing a procedure for processing asearch function in the distribution system according to the embodimentof the present invention.

FIG. 53 is a flowchart showing a procedure (No. 1) for processing thecontent search subroutine in the distribution system according to theembodiment of the present invention.

FIG. 54 is a flowchart showing a procedure (No. 2) for processing thecontent search subroutine in the distribution system according to theembodiment of the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

An embodiment of the present invention will be described in detail withreference to the drawings. The same or corresponding elements in thedrawings have the same reference characters allotted, and descriptionthereof will not be repeated.

DEFINITION

The phrase “can interact” herein means that a device such as an inputportion, a display portion, a storage portion, and an audio outputportion is connected to a computer representing an informationprocessing device (typically, a game device) via wire or wirelesscommunication and that data can be communicated. Here, a device such asan input portion, a display portion, a storage portion, and an audiooutput portion may integrally be formed with the computer or separatelybe provided.

<Overall Configuration>

Initially, a distribution system 100 will be described as a typicalexample of an information processing system according to the presentinvention. Referring to FIG. 1, distribution system 100 according to anembodiment of the present invention includes a distribution server 104distributing a content such as a motion picture which will be describedlater and a mail server 102 for exchanging a message between users orplayers (hereinafter, also simply collectively referred to as “user”).These servers 102 and 104 are connected to one video game device or aplurality of video game devices (hereinafter, also simply referred to as“game device”) through a network 106 including the Internet or LAN sothat data can be communicated. As distribution of contents such asmotion pictures requires a relatively wide network band, a distributedsystem may be adopted. The distributed system is provided by includingat least one main server and at least one cache server for distributingthe same data or content substantially in synchronization with this mainserver. Typically, by providing one main server and a plurality of cacheservers on network 106 and configuring the plurality of cache servers soas to reflect data update in the main server, a cache server closest toa game device 12 that accesses from various locations on network 106 candistribute thereto contents or various types of data. Thus, response togame device 12 can be improved.

Though details of game device 12 will be described later, the useroperates game device 12 to request distribution server 104 fordownloading of a content that he/she found interesting or to inform afamily member, a friend or the like of a content that he/she foundinteresting among the watched distribution contents via an e-mail.

Though FIG. 1 illustrates a configuration where a plurality of gamedevices 12 are connected to network 106, a single game device 12 may beprovided. In addition, a plurality of distribution servers 104 may beprovided, depending on a type, load, or the like of downloaded data(content). In addition, a personal computer (PC), a portable telephoneor the like may be connected to network 106. In addition, variouselectronic devices may be connected to network 106 so that a message canbe exchanged with game device 12 via mail server 102.

Alternatively, instead of what is called a server-client configurationshown in FIG. 1, a P2P (Peer to Peer) configuration in which data isdirectly exchanged between game devices 12 without using distributionserver 104 may be adopted. Further alternatively, instead of a methodusing the network, a content, introduction character information, motionpicture information, or the like may be obtained through a storagemedium such as a portable semiconductor memory and an optical disc.

Game devices 12 can also communicate with each other through network106. A message input by the user or a message generated by game device12 is converted to an e-mail format and transmitted/received (exchanged)between game devices 12 through network 106 and mail server 102.Therefore, a common mail server may be used as mail server 102. Thus,game device 12 can also exchange a message, that is, an e-mail, with aportable terminal (a terminal other than another game device 12) such asa PC or a portable telephone. As such message exchange processing ingame device 12 is automatically performed in accordance with prescribedschedule without a user's instruction for exchange, the user can receivea message while playing a game or executing another application, withouthis/her own periodic checking operation. In addition, game device 12 mayalso exchange a message only with game device 12 or a terminal otherthan game device 12 (hereinafter may simply also be referred to as“another terminal”), of which address has been registered in an addressbook (a friend list 44 d which will be described later). In such a case,reception of an undesired message such as a spam mail by the user can beavoided, even though a common mail system is used.

In addition, game device 12 can provide a message board function whichis an application for displaying a received message on a monitor 34.Preferably, however, a specific message dependent on other applications(games and the like), that is, data used only by such applications canbe read only by means of such applications. Therefore, if a user wouldlike to send a message only to a specific user, by transmitting thatmessage together with data dependent on an individual application, themessage can be in such a format that cannot be read with the messageboard function. It is noted that a message that can be referred toregardless of a type of an application can be referred to (read) byanybody based on the message board function, when it is displayed onmonitor 34.

The message board function is provided by an application having afunction to display a received message on monitor 34, and it achievesdisplay of the message obtained from network 106. Not only a messagereceived from other game devices 12 or other terminals but also amessage created for the game device itself can also similarly bedisplayed. Therefore, even when game device 12 is not connected tonetwork 106, this message board function can be utilized as a messageboard at home and/or as a personal memo pad. In addition, a recordgenerated by an application such as a game may also subsequently beviewed by using the message board function. Here, by storing in the samearea a message generated in game device 12 in a format the same as thatfor the message obtained through network 106 (in the present embodiment,an e-mail format), it is not necessary to prepare individual displayprocessing. For example, data should only be converted to an e-mailformat in generating a memo or a message, or data in an e-mail formatshould only be generated in game program processing.

<Configuration of Game Device>

Referring to FIG. 2, a video game system 10 according to the embodimentof the present invention includes game device 12 and a controller 22. Acontent distribution application is incorporated in game device 12 andvideo game system 10 functions as a content distribution terminal.

Game device 12 according to the present embodiment is designed to beable to communicate with four controllers 22 at the maximum. Inaddition, game device 12 and each controller 22 are connected to eachother through wireless communication. For example, wirelesscommunication is implemented under Bluetooth® specifications, however,it may be implemented under other specifications such as infrared orwireless LAN. Alternatively, wire connection may be adopted.

Game device 12 includes a housing 14 in a substantially parallelepipedshape, and a disc slot 16 is provided in a front surface of housing 14.An optical disc 18 typically representative of a storage medium forstoring a game program or the like is inserted in disc slot 16 andattached to a disc drive 54 (see FIG. 3) within housing 14. An LED and alight guide plate are arranged around disc slot 16, and the LED canilluminate in response to various processes.

In addition, in the front surface of housing 14 of game device 12, apower button 20 a and a reset button 20 b are provided in an upperportion thereof and an eject button 20 c is provided in a lower portionthereof. Moreover, a connector cover 28 for an external memory card isprovided between reset button 20 b and eject button 20 c, in thevicinity of disc slot 16. An external memory card connector 62 (see FIG.3) is provided inside connector cover 28 for external memory card, inwhich a not-shown external memory card (hereinafter simply also referredto as a “memory card”) is inserted. The memory card is used fortemporarily storing a game program or the like that is read from opticaldisc 18 and loaded, or it is used for storing (saving) game data of thecame played with this video game system 10 (data of a game result ordata while playing the game). The game data above, however, may bestored in an internal memory such as a flash memory 44 (see FIG. 3)provided inside game device 12, instead of the memory card. In addition,the memory card may be used as a back-up memory for the internal memory.Further, the game program or the like may be supplied (downloaded) togame device 12 from a server or the like connected to the networkthrough a wire or wireless communication line. The game program or thelike thus downloaded is stored in flash memory 44 (see FIG. 3) or amemory card provided in game device 12.

A general-purpose SD (Secured Digital) card may be employed as thememory card, however, other general-purpose memory cards such as amemory stick or a multimedia card (trademark) may also be employed.

An AV cable connector 58 (see FIG. 3) is provided on a rear surface ofhousing 14 of game device 12. An AV cable 32 a is connected to AVconnector 58, and game device 12, monitor 34 (display portion) and aspeaker 34 a (an audio output portion) are connected to one anotherthrough this AV cable 32 a. Monitor 34 and speaker 34 a are typicallyimplemented by a color television. AV cable 32 a inputs a video signalfrom game device 12 to a video input terminal of the color televisionand inputs an audio signal to an audio input terminal. Therefore, forexample, a game image of a three-dimensional (3D) video game isdisplayed on a screen of color television (monitor) 34 and stereophonicgame sound such as game music or sound effect is output from left andright speakers 34 a. In addition, a marker portion 34 b having twoinfrared LEDs (markers) 340 m and 340 n is provided around monitor 34(in the example shown in FIG. 2, on the top of monitor 34). Markerportion 34 b is connected to game device 12 through a power cable 32 bTherefore, marker portion 34 b is supplied with power from game device12. Thus, markers 340 m and 340 n emit light and output infrared raysfrom the front of monitor 34.

Game device 12 is supplied with power by a general AC adapter (notshown). The AC adapter is inserted in an ordinary wall outlet at homeand power supply for home (commercial power supply) is converted to alow DC voltage signal suitable for driving game device 12. In otherimplementations, a battery may be employed as the power supply.

When the user plays some kind of a video game (or another application,without limited to the video game) with this video game system 10, theuser initially turns on power of game device 12, selects appropriateoptical disc 18 recording a program of a video game (or anotherapplication the user desires to play), and loads optical disc 18 to discdrive 54 of game device 12. Then, game device 12 starts execution of thevideo game or another application based on the program recorded on thatoptical disc 18. Alternatively, game device 12 may start execution ofthe video game or another application based on a program downloaded inadvance from the server and stored in flash memory 44 (see FIG. 3) orthe like.

The user operates controller 22 to provide an input to game device 12.For example, by operating any button in an input portion 26, the userstarts the video game or another application. Further, by movingcontroller 22 itself other than operating input portion 26, the user canmove a motion picture object (a user object) in a different direction orchange a point of view of the user (a camera position) in a 3D gameworld.

FIG. 3 is a block diagram showing an electric configuration of videogame system 10 shown in FIG. 2. Each component within housing 14 ismounted on a printed circuit board. As shown in FIG. 3, game device 12is provided with a CPU 40. CPU 40 functions as a game processor. Asystem LSI 42 is connected to CPU 40. An external main memory 46, aROM/RTC 48, disc drive 54, and an AV_IC 56 are connected to this systemLSI 42.

External main memory 46 stores a program of various applications orvarious types of data, and it is used as a work area or a buffer area ofCPU 40 ROM/RTC 48 is what is called a boot ROM, and a program forstarting up game device 12 is incorporated therein and provided with atime counting circuit for counting time. Namely, CPU 40 obtains currenttime and day (year, month, day, and time) by referring to ROM/RTC 48.Disc drive 54 reads program data, texture data or the like from opticaldisc 18, and writes such data in an internal main memory 42 e orexternal main memory 46 which will be described later under the controlof CPU 40.

System LSI 42 includes an input/output processor 42 a, a GPU (GraphicsProcessor Unit) 42 b, a DSP (Digital Signal Processor) 42 c, a VRAM 42d, and internal main memory 42 e, and these components are connected toone another through an internal bus.

Input/output processor (I/O processor) 42 a transmits and receives dataor downloads data. Transmission and reception and downloading of datawill be described later in detail.

GPU 42 b forms a part of rendering means. Receiving a graphics command(an image creation command) from CPU 40. GPU 42 b generates game imagedata in accordance with the command. It is noted that CPU 40 provides animage generation program necessary for generating game image data to GPU42 b, in addition to the graphics command.

As described above, VRAM 42 d is connected to CPU 42 b. GPU 42 b obtainsdata necessary for GPU 42 b to execute the image creation command (imagedata: data such as polygon data or texture data) by accessing VRAM 42 d.It is noted that CPU 40 writes image data necessary for rendering inVRAM 42 d, by utilizing GPU 42 b. GPU 42 b accesses VRAM 42 d andcreates the game image data for rendering.

In the present embodiment, an example where GPU 42 b generates gameimage data is described. On the other hand, when some kind ofapplication other than the game application is executed. GPU 42 bgenerates image data for that application.

In addition, DSP 42 c functions as an audio processor and generatesaudio data corresponding to sound, voice or music to be output fromspeaker 34 a, by using sound data or a sound waveform (tone) data storedin internal main memory 42 e or external main memory 46.

The game image data and the audio data generated as described above areread by AV_IC 56 and output to monitor 34 and speaker 34 a through AVconnector 58. Therefore, a game picture is displayed on monitor 34 andsound (music) necessary for the game is output from speaker 34 a.

In addition, flash memory 44, a wireless communication module 50 and awireless controller module 52 are connected to input/output processor 42a. Moreover, an antenna 50 a is connected to wireless communicationmodule 50 and an antenna 52 a is connected to wireless controller module52.

Input/output processor 42 a can communicate with another game device orvarious servers connected to the network through wireless communicationmodule 50. Input/output processor 42 a, however, can also communicatedirectly with another game device without communicating via the network.Input/output processor 42 a periodically accesses flash memory 44 anddetects whether data that should be transmitted to the network (referredto as transmission data) is present or not. If such transmission data ispresent, input/output processor 42 a transmits the data to the networkthrough wireless communication module 50 and antenna 50 a. In addition,input/output processor 42 a receives data transmitted from another gamedevice (also referred to as reception data) through the network, antenna50 a and wireless communication module 50 and causes flash memory 44 tostore the reception data. Under a prescribed condition, however,input/output processor 42 a discards the reception data. In addition,input/output processor 42 a receives data downloaded from a downloadserver (referred to as the downloaded data) through the network, antenna50 a and wireless communication module 50 and causes flash memory 44 tostore the downloaded data.

In addition, input/output processor 42 a receives input data transmittedfrom controller 22 through antenna 52 a and wireless controller module52, and causes internal main memory 42 e or external main memory 46 tostore (temporarily store) the input data in a buffer area thereof. Afterthe input data is used in game processing by CPU 40, it is erased fromthe buffer area.

In the present embodiment, as described above, wireless controllermodule 52 communicates with controller 22 under Bluetooth®specifications.

In addition, an expansion connector 60 and external memory cardconnector 62 are connected to input/output processor 42 a. Expansionconnector 60 is a connector for an interface such as a USB or an SCSI,and a medium such as an external storage medium or a peripheral devicesuch as another controller can be connected. In addition, a wired LANadapter may be connected to expansion connector 60 and wired LAN can beutilized instead of wireless communication module 50. An externalstorage medium such as a memory card can be connected to external memorycard connector 62. Therefore, for example, input/output processor 42 acan access the external storage medium to store data therein or to readdata therefrom, through expansion connector 60 or external memory cardconnector 62.

As shown also in FIG. 2, game device 12 (housing 14) is provided withpower button 20 a, reset button 20 b and eject button 20 c. Power button20 a is connected to system LSI 42. When power button 20 a is turned on,system LSI 42 supplies power to each component in game device 12 througha not-shown AC adapter and sets a mode in a normally powered state(referred to as a normal mode). On the other hand, when power button 20a is turned off system LSI 42 supplies power only to some components ingame device 12 and sets a mode in which power consumption is minimized(hereinafter also referred to as a “stand-by mode”). In the presentembodiment, when the stand-by mode is set, system LSI 42 indicates stopof power supply to components other than input/output processor 42 a,flash memory 44, external main memory 46. ROM/RTC 48, wirelesscommunication module 50, and wireless controller module 52. Therefore,the stand-by mode refers to a mode in which CPU 40 does not execute anapplication.

Though power is supplied to system LSI 42 even in the stand-by mode,power consumption is lowered by avoiding drive of GPU 42 b. DSP 42 c andVRAM 42 d as a result of stop of supply of a clock thereto.

In addition, a fan for expelling heat of an IC such as CPU 40 or systemLSI 42 is provided in housing 14 of game device 12. In the stand-bymode, this fan is also stopped. If the user does not wish to use thestand-by mode, setting for not using the stand-by mode may be made sothat power supply to all circuit components is completely stopped aspower button 20 a is turned off.

In addition, switching between the normal mode and the stand-by mode mayalso be made remotely by switching on and off a power switch 26 h (seeFIG. 4) of controller 22. When such a remote operation is not performed,such setting that power is not supplied to wireless controller module 52in the stand-by mode may be made.

Reset button 20 b is also connected to system LSI 42. When reset button20 b is pressed, system LSI 42 re-starts a start-up program of gamedevice 12. Eject button 20 c is connected to disc drive 54. When ejectbutton 20 c is pressed, optical disc 18 is ejected from disc drive 54.

<Configuration of Controller>

FIGS. 4A to 4E show exemplary appearance of controller 22. FIG. 4A showsa tip end surface of controller 22, FIG. 4B shows an upper surface ofcontroller 22, FIG. 4C shows a right side surface of controller 22, FIG.4D shows a lower surface of controller 22, and FIG. 4E shows a rear endsurface of controller 22.

Referring to FIGS. 4A to 4E, controller 22 has a housing 22 a formed,for example, by plastic molding. Housing 22 a is in a substantiallyparallelepiped shape and has such a size as being held by the user withone hand. Housing 22 a (controller 22) is provided with input means (aplurality of buttons and/or switches) 26. Specifically, as shown in FIG.4B, a cross key 26 a, a 1 button 26 b, a 2 button 26 c, an A button 26d, a − button 26 e, a HOME button 26 f, a + button 26 g, and powerswitch 26 h are provided on the upper surface of housing 22 a Inaddition, as shown in FIGS. 4C and 4D, an inclined surface is formed inthe lower surface of housing 22 a, where a B trigger switch 26 i isprovided.

Cross key 26 a is a four-directional push switch, and includes operationportions pointing to four directions shown with arrows, that is, front(or up), rear (or down), right, and left. As the user operates any oneof these operation portions, a direction of movement of a character oran object (a user character or a user object) operable by the user canbe indicated or a direction of movement of a cursor can be indicated.

Each of 1 button 26 b and 2 button 26 c is a push-button switch. Forexample, these buttons are used for a game operation such as adjustmentof a position of a viewpoint or a direction of viewpoint, that is, aposition or a field angle of a virtual camera, for example, indisplaying a three-dimensional game image. Alternatively, 1 button 26 band 2 button 26 c may be used for an operation the same as that with Abutton 26 d and B trigger switch 26 i, respectively, or for an auxiliaryoperation.

A button 26 d is a push-button switch, and it is used for causing theuser character or the user object to perform an operation other thanindication of a direction, that is, any action including hitting(punching), throwing, catching (grasping), riding, jumping, or the like.For example, in an action game, jumping, punching, actuating a weapon,or the like can be indicated. Alternatively, in a role-playing game(RPG) or simulation RPG, acquiring of an item, selection anddetermination of a weapon or a command, or the like can be indicated.

Each of − button 26 e, HOME button 26 f, + button 26 g, and power switch26 h is also a push-button switch. − button 26 e is used for selecting agame mode. HOME button 26 f is used for displaying a game menu (a menuscreen). + button 26 g is used for starting (resuming) a game or causingthe game to pause. Power switch 26 h is used for turning on/off power ofgame device 12 by remote operation.

In the present embodiment, a power switch for turning on/off controller22 itself is not provided, and controller 22 is configured such that itis turned on by operating any input portion 26 of controller 22 and itis automatically turned off in the absence of an operation for aprescribed period (for example, 30 seconds) or longer.

B trigger switch 26 i is also a push-button switch, and it is mainlyused for providing an input simulating a trigger such as shooting a gunor for designating a position selected by controller 22. In addition, bykeep pressing B trigger switch 26 i, an operation of the user object ora parameter can also be maintained in a prescribed state. In addition,in a prescribed case, B trigger switch 26 i functions similarly to anormal B button, and it is used for canceling an action selected byusing A button 26 d.

In addition, as shown in FIG. 4E, an external expansion connector 22 bis provided in the rear end surface of housing 22 a, and as shown inFIG. 4B, an indicator 22 c is provided on the upper surface of housing22 a, toward the side of the rear end surface. External expansionconnector 22 b is used, for example, for connection to a not-shownanother expansion controller. Indicator 22 c is constituted, forexample, of four LEDs. Illumination of any one of these four LEDs canindicate identification information (a controller number) of controller22 corresponding to the illuminating LED or indicate a state of chargeof controller 22 based on the number of illuminating LEDs.

Moreover, controller 22 has an image pick-up information operating unit80 (see FIG. 5), and a light incident port 22 d of image pick-upinformation operating unit 80 is provided at the tip end surface ofhousing 22 a as shown in FIG. 4A. Further, controller 22 has a speaker86 (see FIG. 5). As shown in FIG. 4B, speaker 86 is provided insidehousing 22 a, in correspondence with a sound emission hole 22 e providedin the upper surface of housing 22 a, between 1 button 26 b and HOMEbutton 26 f.

The shape of controller 22 and the shape, the number, the position, andthe like of input portions 26 shown in FIGS. 4A to 4E are merely by wayof example, and even variation as appropriate thereof is encompassed inthe essence of the present invention.

FIG. 5 is a block diagram showing an electric configuration ofcontroller 22. Referring to FIG. 5, controller 22 includes a processor70, to which external expansion connector 22 b, input portion 26, amemory 72, an acceleration sensor 74, a wireless module 76, imagepick-up information operating unit 80, an LED 82 (indicator 22 c), avibrator 84, speaker 86, and a power supply circuit 88 are connectedthrough an internal bus (not shown). In addition, an antenna 78 isconnected to wireless module 76.

Processor 70 is responsible for overall control of controller 22, and ittransmits (inputs) as input data, information input from input portion26, acceleration sensor 74 and image pick-up information operating unit80 (input information) to game device 12 through wireless module 76 andantenna 78. Here, processor 70 uses memory 72 as a work area or a bufferarea.

An operation signal (operation data) from input portion 26 (26 a to 26i) described above is input to processor 70, which once causes memory 72to store the operation data.

In addition, acceleration sensor 74 detects each acceleration in threeaxes of a vertical direction (direction of y-axis), a horizontaldirection (direction of x-axis) and a front-rear direction (direction ofz-axis) of controller 22. Acceleration sensor 74 is typically acapacitance-type acceleration sensor, however, a sensor of another typemay be employed.

For example, acceleration sensor 74 detects acceleration for each of thex-axis, the y-axis and the z-axis (ax, ay, az) every first prescribedtime, and inputs the detected acceleration data (acceleration data) toprocessor 70. For example, acceleration sensor 74 detects accelerationin the direction of each axis in a range from −2.0G to 2.0G (Grepresents acceleration of gravity; to be understood similarlyhereinafter). Processor 70 detects acceleration data provided fromacceleration sensor 74 every second prescribed time, and causes memory72 to once store the acceleration data. Processor 70 creates input dataincluding at least one of operation data, acceleration data and markercoordinate data which will be described later, and transmits the createdinput data to game device 12 every third prescribed time (for example, 5msec.).

Though not shown in FIGS. 4A to 4E, in the present embodiment,acceleration sensor 74 is provided on a substrate inside housing 22 a,around a position where cross key 26 a is arranged.

Here, a person skilled in the art could readily understand from thedescription in the present specification that further information oncontroller 22 can be estimated and/or calculated (determined) as aresult of processing by the processor of game device 12 (such as CPU40), the processor of controller 22 (such as processor 70) or the like,based on the acceleration data output from acceleration sensor 74.

For example, in an example where the processor performs processing onthe premise that the controller including a one-axis acceleration sensoris in a static state, that is, where it is assumed that accelerationdetected by the acceleration sensor consists of only acceleration ofgravity, if controller 22 is actually in a static state, whether anattitude of controller 22 is inclined with respect to the direction ofgravity or how it is inclined can be determined based on the detectedacceleration data. Specifically, if a state that an axis detected by theacceleration sensor is in the vertically downward direction is definedas the reference, inclination can be determined only based on whether 1G(acceleration of gravity) is applied or not, and magnitude ofinclination can be determined based on magnitude of acceleration ofgravity.

Alternatively, in a case of a multi-axis acceleration sensor,acceleration data in each axis is further processed so that a degree ofinclination with respect to the direction of gravity can be known infurther detail. In such a case, processor 70 may perform processing forcalculating data of an angle of inclination of controller 22 based onoutputs from the acceleration sensors, however, processing may be suchthat approximate inclination can be estimated based on outputs from theacceleration sensors without processing for calculating inclinationangle data. Thus, by combining the acceleration sensor with theprocessor, an inclination, an attitude or a position of controller 22can be determined.

On the other hand, in an example where the acceleration sensor ispremised on a dynamic state, acceleration in accordance with movement ofthe acceleration sensor is detected in addition to a component ofacceleration of gravity. Therefore, by eliminating the component ofacceleration of gravity with prescribed processing, a direction ofmovement or the like can be determined. Specifically, when controller 22having the acceleration sensors is moved in a manner dynamicallyaccelerated by a user's hand, the acceleration data generated by theacceleration sensors is processed so that various movements and/orpositions of controller 22 can be calculated.

Even in an example where the acceleration sensor is premised on adynamic state, inclination with respect to the direction of gravity canbe determined by eliminating acceleration in accordance with movement ofthe acceleration sensor with prescribed processing. In anotherembodiment, the acceleration sensor may incorporate an embedded signalprocessing device or a dedicated processing device of another type forsubjecting an acceleration signal (acceleration data) output fromcontained acceleration detection means to desired processing prior tooutput of acceleration data to processor 70. For example, an embedded ordedicated processing device may convert sensed acceleration data into acorresponding inclination angle (or other preferred parameters) if theacceleration sensor serves to detect static acceleration (for example,acceleration of gravity).

Wireless module 76 modulates a carrier wave at a prescribed frequencywith input data and emits the resultant weak radio signal from antenna78, using, for example, the Bluetooth® technique. Namely, input data ismodulated by wireless module 76 into a weak radio signal and transmittedfrom antenna 78 (controller 22). This weak radio signal is received bywireless controller module 52 provided in game device 12 describedabove. The received weak radio wave is subjected to demodulation anddecoding processing, and consequently, game device 12 (CPU 40) canobtain input data from controller 22. Then, CPU 40 proceeds with gameprocessing in accordance with the obtained input data and the program(game program).

In addition, as described above, controller 22 is provided with imagepick-up information operating unit 80. Image pick-up informationoperating unit 80 is constituted of an infrared filter 80 a, a lens 80b, an image pick-up element 80 c, and an image processing circuit 80 d.Infrared filter 80 a allows passage of only infrared of light incidentfrom the front of controller 22. As described above, markers 340 m and340 n arranged in the vicinity of (around) a display screen of monitor34 are infrared LEDs for outputting infrared rays from the front ofmonitor 34. Therefore, an image of markers 340 m and 340 n can moreaccurately be picked up by providing infrared filter 80 a. Lens 80 bcollects the infrared rays that have passed through infrared filter 80 aand directs the infrared rays toward image pick-up element 80 c. Imagepick-up element 80 c is implemented by a solid-state image pick-upelement such as a CMOS sensor or a CCD, and it picks up an image of theinfrared rays collected by lens 80 b. Therefore, image pick-up element80 c picks up an image only of the infrared rays that have passedthrough infrared filter 80 a to generate image data. An image picked upby image pick-up element 80 c is hereinafter referred to as a picked-upimage. The image data generated by image pick-up element 80 c isprocessed by image processing circuit 80 d. Image processing circuit 80d calculates a position of an image pick-up object (markers 340 m and340 n) within the picked-up image and outputs each coordinate valueindicating the position to processor 70 as the image pick-up data everyfourth prescribed time. Processing in image processing circuit 80 d willbe described later.

FIG. 6 is a diagram showing an exemplary state of playing a game usingcontroller 22. As shown in FIG. 6, in playing a game using controller 22in video game system 10, the user holds controller 22 with one hand.Strictly speaking, the user holds controller 22 in such a state that thetip end surface of controller 22 (on the side of port 22 d on whichlight to be picked up by image pick-up information operating unit 80 isincident) is directed toward markers 340 m and 340 n. As can be seenalso from FIG. 6, however, markers 340 m and 340 n are arranged inparallel to the horizontal direction of the screen of monitor 34. Insuch a state, the user performs a game operation by changing a positionon the screen indicated by controller 22 or by changing a distancebetween controller 22 and each marker 340 m, 340 n.

FIG. 7 is a diagram for illustrating a viewing angle of markers 340 mand 340 n and controller 22. As shown in FIG. 7, each of markers 340 mand 340 n emits infrared rays in a range of a viewing angle θ1. Inaddition, image pick-up element 80 c of image pick-up informationoperating unit 80 can receive incident light in a range of a viewingangle θ2, with a direction of line of sight of controller 22 beingdefined as the center. For example, viewing angle θ1 of markers 340 mand 340 n is set to 340 (half-value angle), while viewing angle θ2 ofimage pick-up element 80 c is set to 41°. The user holds controller 22in such a position and an orientation that image pick-up element 80 ccan receive infrared rays from two markers 340 m and 340 n.Specifically, the user holds controller 22 such that at least one ofmarkers 340 m and 340 n is located within viewing angle θ2 of imagepick-up element 80 c and controller 22 is located in viewing angle θ1 ofat least one of markers 340 m and 340 n. In such a state, controller 22can sense at least one of markers 340 m and 340 n. The user can performa game operation by changing the position and the orientation ofcontroller 22 in a range satisfying this condition.

If the position and the orientation of controller 22 are out of thisrange, the game operation based on the position and the orientation ofcontroller 22 cannot be performed. Such a range above will hereinafterbe referred to as an “effective operation range.”

When controller 22 is held within the effective operation range, animage of each marker 340 m, 340 n is picked up by image pick-upinformation operating unit 80. Namely, the picked-up image obtained byimage pick-up element 80 c includes an image of each marker 340 m, 340n, which is a target of image pick-up (target image). FIG. 8 is adiagram showing an exemplary picked-up image including a target image.Using the image data of the picked-up image including the target image,image processing circuit 80 d calculates a coordinate indicating aposition of each marker 340 m, 340 n in the picked-up image (a markercoordinate).

As the target image appears as a high-luminance portion in the imagedata of the picked-up image, image processing circuit 80 d initiallydetects this high-luminance portion as a candidate for the target image.Then, image processing circuit 80 d determines whether thathigh-luminance portion is the target image or not, based on a size ofthe detected high-luminance portion. The picked-up image may include notonly target images 340 m′ and 340 n′ corresponding to two respectivemarkers 340 m and 340 n but also an image other than the target imagedue to solar rays passing through a window or light of a fluorescentlamp in a room. Processing for determining whether the high-luminanceportion is the target image or not is performed in order to distinguishbetween target images 340 m′ and 340 n′ corresponding to respectivemarkers 340 m and 340 n and an image other than that and to accuratelydetect the target image. Specifically, in the determination processing,whether the detected high-luminance portion has a size in apredetermined prescribed range or not is determined. When thehigh-luminance portion has a size in the prescribed range, thehigh-luminance portion is determined as the target image. In contrast,when the high-luminance portion does not have a size in the prescribedrange, the high-luminance portion is determined as an image other thanthe target image.

In addition, image processing circuit 80 d calculates a position of thehigh-luminance portion that has been determined as the target image as aresult of the determination processing above. Specifically, the positionof the center of gravity of the high-luminance portion is calculated.Here, the coordinate of the position of the center of gravity isreferred to as a marker coordinate. In addition, the position of thecenter of gravity can be calculated on an order higher than resolutionof image pick-up element 80 c. Here, the resolution of the image pickedup by image pick-up element 80 c is assumed as 126 dots×96 dots and theposition of the center of gravity is calculated on a scale of 1024 dots768 dots. Namely, the marker coordinate is expressed as an integer valuefrom (0, 0) to (1024, 768).

It is noted that the position in the picked-up image is expressed in acoordinate system (an XY coordinate system) in which the upper left ofthe picked-up image is defined as the origin, a downward direction isdefined as the positive direction of the Y-axis, and a right directionis defined as the positive direction of the X-axis.

In addition, if the target images are properly detected, twohigh-luminance portions are extracted as the target images through thedetermination processing, and therefore, two marker coordinates arecalculated. Image processing circuit 80 d outputs data indicatingcalculated two marker coordinates. The output data of the markercoordinates (marker coordinate data) is included in the input data andtransmitted to game device 12 by processor 70, as described above.

When game device 12 (CPU 40) detects the marker coordinate data from thereceived input data, it can calculate a position indicated by controller22 on the screen of monitor 34 (an indicated coordinate) and a distancefrom controller 22 to each of markers 340 m and 340 n based on thismarker coordinate data. Specifically, the position to which controller22 is directed, that is, the indicated position, is calculated based onthe position of an intermediate point between two marker coordinates. Inaddition, as the distance between the target images in the picked-upimage is varied depending on a distance between controller 22 andmarkers 340 m, 340 n, game device 12 can obtain the distance betweencontroller 22 and markers 340 m, 340 n by calculating the distancebetween the two marker coordinates.

<Data Configuration>

A configuration of data stored in flash memory 44 contained in gamedevice 12 will now be described with reference to FIG. 9

Game device 12 performs two types of communication processing forexchange of a message with mail server 102 and downloading of data fromdistribution server 104. Processing for exchanging the message anddownloading is performed by input/output processor 42 a. Flash memory 44includes as a storage area, a transmission message box 44 a, a receptionmessage box 44 b, a file for administration 44 c, a friend list 44 d, atask list 44 e, a save area 44 f, a database 44 g, and a main bodyapplication area 44 h.

Transmission message box 44 a is an area for storing a message in ane-mail format transmitted from game device 12 to another game device 12or other terminals (referred to as transmission data). As can also beseen in FIG. 9, the transmission data is transmitted to mail server 102.Therefore, game device 12 can transmit a message to another game device12 through mail server 102 and network 106. Input/output processor 42 arefers to transmission message box 44 a based on a prescribed schedule(for example, every 10 minutes), and if transmission data is stored, ittransmits the stored transmission data to mail server 102. When thetransmission data is transmitted to mail server 102, the transmissiondata is erased from transmission message box 44 a. Alternatively, theprocessing above may be performed in response to the user's operation.

Thus, input/output processor 42 a transmits an e-mail independently ofthe application. Therefore, only by performing processing for creating amessage and thereafter recording the message in the e-mail format intransmission message box 44 a, a message can be transmitted, with anapplication such as a message board function or a game being executed byCPU 40.

In the present embodiment, data in a more general e-mail format isexchanged with mail server 102, however, the data format is not limitedto an e-mail but any data format may be adopted. Speaking in particularof communication between game devices 12, it is not necessary to adopt ageneral format. Even in an example of communication with anotherterminal, any general format adapted to processing by that terminal isalso applicable. In addition, regarding a type of the server as well,any server of a type other than the mail server may be adopted, so longas it holds received data until it is accessed from a terminal.

If a transmission function is suspended or communication fails for somereason, transmission data is not transmitted and a data capacity intransmission message box 44 a may become full. In such a case, additionof a transmission message to transmission message box 44 a is notaccepted.

Reception message box 44 b is an area for storing a message in an e-mailformat received from another game device 12, another terminal, ordistribution server 104 (it may also herein be referred to as “receptiondata” in contrast to “transmission data” above). As can also be seen inFIG. 9, the reception data is transmitted from mail server 102 and/ordistribution server 104. Input/output processor 42 a accesses mailserver 102 based on a prescribed schedule (for example, every 10minutes) to check whether there is a new incoming mail in the server ornot. When there is a new incoming mail, the new mail is obtained andstored in reception message box 44 b as reception data. In receptionmessage box 44 b, the reception data is opened (used) by the applicationand erased, or held until reception message box 44 b becomes full. Forexample, when reception message box 44 b becomes full, oldest receptiondata is erased each time new reception data is received. In addition,when game device 12 is in the normal mode, the reception data held inreception message box 44 b is moved to database 44 g in accordance withheader information except for such data as attached with data dependenton an application such as game data, and the reception data is readableby means of the message board function.

The reception data from mail server 102 is a message from another gamedevice 12 or another terminal. Moreover, the reception data fromdistribution server 104 is a message such as notification from anadministrator or the like of distribution server 104 to a plurality ofusers. For example, the administrator or the like of distribution server104 transmits (notifies the user of) a message such as information on anew game application (game software) or information on an event in thegame. Details of processing for storing data received from distributionserver 104 in reception message box 44 b will be described later.

File for administration 44 c contains information on administration ofgame device 12, and it stores information specific to game device 12such as identification information of game device 12, a user profile orthe like, which is read as necessary. Friend list 44 d corresponds towhat is called an e-mail address book, and identification information ofregistered another game device 12 (or a mail address) and a mail addressof another terminal are described. Friend list 44 d can be referred tonot only when a message board function is provided but it can also bereferred to by various applications. It is noted that an e-mail otherthan an e-mail (reception data) that has the identification informationof another game device 12 or is transmitted from another terminal havingthe mail address registered as friend in friend list 44 d (addressregistration) is erased. Namely, when a sender is unknown, receptiondata is filtered. Thus, an undesired e-mail such as a spam mail canautomatically be erased.

Task list 44 e is a list of tasks representing a schedule of downloadingdata from distribution server 104, and it stores tasks registered inadvance for necessity of game device 12 or tasks arbitrarily registeredby the user. As a result of execution of each task, downloadingprocessing is performed.

Save area 44 f is an area for storing (saving) data of an application,and it includes a download box 440 in that area. Download box 440 is anarea for storing data downloaded from distribution server 104 inaccordance with the task, as described above. In addition, an area foreach application is secured in save area 44 f. Therefore, in anotherembodiment, a download box for each application may be provided in anarea for storing data of an application corresponding to the downloaddata.

Database 44 g is an area for storing a message for each date that isused by the message board function described above, and it can bereferred to also by another application. As described above, thereception data is stored in reception message box 44 h, however, thecapacity of reception message box 44 b is limited. Accordingly, when thecapacity is full, oldest reception data is sequentially erased.Therefore, database 44 g is provided for long-time storage of messagesor sharing thereof, and the reception data (message) stored in receptionmessage box 44 b is moved to database 44 g except for data used onlywith an individual application, such as data attached with game data.Here, the header information of the message is referred to, so that themessage is stored in each area of database 44 g managed for each date.For example, when year, month, day, and time are described asinformation for designating the time and day of the message board, thereception data is stored in the area corresponding to the designatedyear, month and day. If the header information of the message does notdesignate the time and day or the like, the message is stored in an areacorresponding to the day of reception of the message. Regarding a methodof managing the area for each date, for example, a folder is providedfor each date so that the message is stored in a corresponding folder.Alternatively, a file may be stored under a name indicating the time.

When a memory card is attached to external memory card connector 62, thecontent in database 44 g may be backed up in the memory card eitherautomatically or in accordance with a user's instruction.

Main body application area 44 h is an area for storing a program of anapplication (software) incorporated as a main body function. Forexample, a menu program at the time of start-up of game device 12 or anapplication of a function of game device 12 itself (a main bodyfunction) such as a message board function and a friend registrationfunction is stored (installed) in main body application area 44 h.Namely, game device 12 can read a program such as a game stored inoptical disc 18 to execute an application, or can read a program storedin flash memory 44 to execute an application. In addition, the programstored in main body application area 44 h may also be added, in additionto the software described above.

<Configuration of Server>

Mail server 102 and distribution server 104 are typically implemented bya general-purpose server computer. Such a server computer includes aprocessor such as a CPU (Central Processing Unit) or an MPU (MicroProcessing Unit), a storage device such as a dynamic memory or a harddisk, and an input/output device such as a keyboard, a mouse and amonitor. As the configuration of the server computer has been known,further description will not be provided. Mail server 102 anddistribution server 104 may also be configured such that a plurality ofprocessors cooperate with each other to provide each server function,like what is called a cluster computer.

<Overview of Application>

Overview of an application provided by execution of a contentdistribution application according to the present embodiment will bedescribed. When the content distribution application according to thepresent embodiment is started up, initially, an initial screen as shownin FIG. 10 is displayed.

In game device 12 according to the present embodiment, when power button20 a (FIG. 2) is turned on, a main menu screen is displayed in which alist of icons indicating one or more application installed in advance,including the content distribution application according to the presentembodiment, is arranged. The user operates controller 22 to select anicon indicating a desired application on this main menu screen. Then,the program corresponding to the selected icon is executed.

Referring to FIG. 10, in the initial screen of the content distributionapplication according to the present embodiment, an icon, a banner andthe like are displayed in a manner superimposed on a screen shotimmediately after start-up of the present application which will bedescribed later.

When the user operates controller 22 to select a “start” icon 504, CPU40 of game device 12 performs initialization processing and then has themain screen shown in FIG. 11 displayed. On the other hand, when the useroperates controller 22 to select a “to menu” icon 502, the screenreturns to the main menu.

Referring to FIG. 11, the main screen displays such a 3D game image thatone character or a plurality of characters 510 a to 510 e registered inadvance is (are) gathering in a living room. When the user operatescontroller 22, a point of view of the user (camera position) in this 3Dgame world can be varied. Namely, CPU 40 of game device 12 has a gameimage different in a point of view displayed, in accordance with theuser's operation of controller 22.

Here, as characters 510 a to 510 e shown in FIG. 11 can be registered inadvance by the user as will be described later, they are alsocollectively referred to as “user character 510” for distinction fromother characters.

In addition, the main screen shown in FIG. 11 shows various objects,which typically include a television object 512, a cork board object514, a calendar object 516, a foliage plant object 518, and a posterobject (not shown). These objects are all displayed in a selectablemanner, and when one is selected, a corresponding function is started.Such a function will be described later.

(1. Introduction Character from Distribution Server)

At predetermined timing or at completely random timing after display ofthe main screen shown in FIG. 11 is started, a caption object 506informing the user of appearance of a new character as shown in FIG. 12is displayed. More specifically, such a message as “somebody has come”is displayed in this object 506. In succession to display of this object506, as shown in FIG. 13, a new introduction character 520 appears onthe main screen in accordance with a pre-set behavior pattern. In otherwords, user character 510 registered in the game device itself andintroduction character 520 are displayed in the same screen. It is notedthat FIG. 13 shows an effect that introduction character 520 comes outof television object 512. In addition, such an effect that a door object519 opens and introduction character 520 enters the living room throughthe door may also be provided.

Introduction character 520 is a character for introducing a content suchas a motion picture registered in distribution server 104 (FIG. 1) tothe user of game device 12. For distinction from the user characterdescribed above, this character is also hereinafter referred to as“introduction character 520.” Introduction character 520 is displayed ina manner based on character setting set in advance on distributionserver 104 side. Then, introduction character 520 initially introduceshimself/herself such as his/her name, through a balloon object 522,voice and sound, or the like. FIG. 13 shows a message of firstappearance such as “hello, my name is Suzuki” in balloon object 522. Inaddition, introduction character 520 presents his/her own profilethrough balloon object 522, voice and sound, or the like. FIG. 14 showssuch a profile as “my name is Suzuki . . . ” in a balloon object 523.Namely, CPU 40 outputs information for introducing the introductioncharacter itself in association with the introduction character.

After self-introduction, introduction character 520 tells the user ofgame device 12 that he/she will introduce a content registered indistribution server 104 through a balloon object 524, voice and sound,or the like. FIG. 15 shows such a video introduction message as “today,I came here to introduce you recommended motion picture” in balloonobject 524.

In succession, as shown in FIG. 16, the main screen displays contentintroduction information (such as a title or a comment) as a captionobject 526 and also displays buttons 527 and 528 for asking the userwhether to watch the introduced content or not, in a selectable manner.Namely, CPU 40 causes monitor 34 to display a selection screen foraccepting an input for selection as to consent to reproduction of aspecific introduced content. Thus, at least one of an image representinga substance of the content and voice and sound representing a substanceof the content is output as the information for introducing the content.

When the user operates controller 22 to select a “watch” button 527,downloading (typically streaming) from distribution server 104 to gamedevice 12 which will be described later is started and the content isreproduced on monitor 34 connected to game device 12. Details of thecontent reproduction processing will be described later.

On the other hand, when the user operates controller 22 to select a “notwatch” button 528, downloading from distribution server 104 is notstarted. Then, introduction of the content by introduction character 520ends.

Thereafter, introduction character 520 stays in the main screen untilprescribed timing comes. For example, as shown in FIG. 17, introductioncharacter 520 remains in the living room with user character 510. Here,when the user operates controller 22 to select introduction character520, the profile of introduction character 520 as shown in FIG. 14 isdisplayed again.

When the prescribed timing comes subsequently, as shown in FIG. 18, aballoon object 529 indicating that introduction character 520 will leaveis displayed and he/she exits from the main screen. FIG. 18 shows afarewell message that “Thank you. I'll be leaving . . . ” in balloonobject 529.

Thus, when the content distribution application according to the presentembodiment is executed, introduction character 520 introduces thecontent registered in distribution server 104 based on the characterinformation set in distribution server 104. Namely, each piece ofcharacter information is brought in correspondence with the specificcontent stored in distribution server 104. In addition, distributionserver 104 also stores content information (motion picture information)describing the information for introducing each content, and informationfor introducing the specific content brought in correspondence with isoutput based on the character information transmitted from game device12. In the present embodiment, the content information is informationthat is present independently of the content itself (a substance of amotion picture or a still image), and it includes content informationsuch as a motion picture ID and a title or a comment of thecorresponding content. Namely, the content information does not includethe content itself.

It is noted that information on a plurality of characters can be set indistribution server 104, and CPU 40 of game device 12 selects asappropriate the set character information such that frequency ofappearance of these introduction characters 520 is substantially thesame among one another. Namely, in game device 12, the same introductioncharacter 520 may appear a plurality of times. In such a case, thecontent in balloon objects 522 and 524 as shown in FIGS. 13 and 15respectively may be changed. Typically, the content of the message shownwhen certain introduction character 520 appears for the first time in agame space provided by game device 12 is preferably different from thecontent of the message shown when the same introduction character 520appears in the game space provided by game device 12 for the second timeor later.

For example, when introduction character 520 appears for the second timeor later, such a message indicating its second appearance as “I camehere again . . . ” may be displayed as the content in balloon object 522shown in FIG. 13. Further, a video introduction message that “I camehere to introduce again the recommended motion picture” may be displayedas the content in balloon object 524 shown in FIG. 15.

(2. Introduction Character from Another Game Device)

In the description above, the processing that introduction character 520introduces the content based on the information registered indistribution server 104 has been illustrated, however, a content feltinteresting by the user of another game device 12 among the watchedcontents can be introduced to a family member, a friend or the like. Itis noted that processing for recommending a substance of the content toa family member, a friend or the like after the content is watched willbe described later Processing in game device 12 that has received amessage for introducing a content from the user of another game device12 will be described hereinafter.

When the message for introducing the content from another game device 12is received as well, the introduction character appears and introducesthe substance as described above. More specifically, when the messagefrom another game device 12 is received, CPU 40 of game device 12 hascaption object 506 indicating appearance of a new character displayed,as in FIG. 12 above. In succession, subsequent to display of this object506, an introduction character appears on the main screen in accordancewith a pre-set behavior pattern. Here, the introduction character thatappears on the main screen is the same as the user character selected totransmit a message from among the user characters that have beenregistered in another game device 12. Namely, such an effect that acharacter substantially the same as the user character that appears oncertain game device 21 is displayed as the introduction character on themain screen of another game device 12 is provided.

In addition, in indicating transmission of a message from another gamedevice 12, the user of another game device 12 designates a behaviorpattern in delivering the message (as will be described later, forexample, any of calm, excited, sorrowful, apology, celebration, andbirthday). The introduction character corresponding to the usercharacter of another game device 12 that appears operates in accordancewith this designated behavior pattern. Namely, CPU 40 changes animationof the introduction character to be shown, based on the behavior patternwhich is the information for designating the behavior.

For example, the introduction character from another game device 12 thatappears on the main screen takes a seat at the table in the living roomtogether with user character 510, and the substance input by the user ofanother game device 12 as a message is reproduced. Namely, as in FIG. 11above, the message input by the user of another game device 12 isdisplayed in balloon object 524 that is shown proximate to theintroduction character. In other words, the user character registered inthe game device itself and the introduction character based on thecharacter information received from another game device 12 (the usercharacter of another game device 12) are displayed in the same screen.

In addition, in an example where information on a recommended content isadded to this message, the substance of the introduced content as shownin FIG. 16 (such as a title or a comment) is displayed as caption object526 and buttons 527 and 528 for asking the user whether to watch theintroduced content or not are displayed in a selectable manner.

When the user operates controller 22 to select “watch” button 527,downloading (typically streaming) from distribution server 104 to gamedevice 12 is started and the content is reproduced on monitor 34connected to game device 12. On the other hand, when the user operatescontroller 22 to select “not watch” button 528, downloading fromdistribution server 104 is not started.

Thereafter, the introduction character from another game device 12 exitsfrom the main screen.

In addition to the substance described above, the “introductioninformation” according to the present embodiment may include informationsuch as a message for introducing a content input by the user of anothergame device 12, all or a part of content information such as a title ofthe content or duration of a motion picture, or lines included in thecharacter information.

<Processing Procedure at the Time of Start-Up>

FIG. 19 is a flowchart showing a processing procedure when game device12 according to the embodiment of the present invention is started up.Each step shown in FIG. 19 is provided by execution of the contentdistribution application according to the present embodiment by CPU 40of game device 12.

Referring to FIG. 19, when selection of an icon indicating the contentdistribution application according to the present embodiment is acceptedon the main menu screen, CPU 40 of game device 12 loads thecorresponding program into internal main memory 42 e or the like andstarts the content distribution application. Initially. CPU 40 of gamedevice 12 performs initialization processing (step S1). Morespecifically, CPU 40 performs processing such as memory check,initialization of an internal flag, establishment of network connection,or the like. In succession, CPU 40 determines whether the presentapplication is started up for the first time or not (step S2). Whenstart-up of the present application is not for the first time (NO instep S2), that is, when the present application has been executed in thepast, CPU 40 loads user data stored in flash memory 44 or the like (stepS3). Then, the process proceeds to step S6.

On the other hand, when the present application is started up for thefirst time (YES in step S8), that is, when the present application hasnever been executed in the past. CPU 40 newly generates user datarelating to the present application (step S4). In successive step S5,CPU 40 has the screen for creating the user character displayed andgenerates the user character in accordance with the user's operation ofthe screen. CPU 40 causes flash memory 44 or the like to store theinformation on the generated user character. Then, the process proceedsto step S7. Processing for registering such a user character will bedescribed later.

In step S6, CPU 40 determines whether the user has requested newcreation or change of the user character or not. When the user requestsnew creation or change of the user character (YES in step S6), CPU 40performs the processing in step S5. When the user does not request newcreation or change of the user character (NO in step S6), the processproceeds to step S7.

In step S7, CPU 40 downloads necessary information from connecteddistribution server 104 to internal main memory 42 e or the like Morespecifically. CPU 40 accesses distribution server 104 and searches forand obtains latest event data registered in distribution server 104. Itis noted that the event data includes information for introducing thecontent by having introduction character 520 described above appear,information or an image displayed in an object on the main screen,information for providing a calendar function which will be describedlater, or the like.

In succession, CPU 40 executes a main screen subroutine (step S10). Thedetails of processing in this main screen subroutine will be describedlater.

<Character Registration Function>

A character registration function will now be described with referenceto FIGS. 20A to 20D and FIGS. 21A to 21F. The content distributionapplication according to the present embodiment can generate andregister various user characters in advance, in accordance withpreference of the user. It is expected that such a character is createdas an avatar of a user himself/herself who plays game device 12.Therefore, in game device 12 according to the present embodiment, aprogram for creating a character face (a character face creationapplication) is installed as an application independent of the presentcontent distribution application.

FIGS. 20A to 20D are diagrams showing exemplary screens provided by thecharacter face creation application according to the present embodiment.Referring to FIG. 20A, in the character face creation application,initially, a screen for having the user select a contour and a hairstyleof the character is displayed. The user selects a desired contour andhairstyle on the screen shown in FIG. 20A. In succession, the userselects each desired part of the face on the screen shown in FIG. 20B.In addition, the user selects a desired physical constitution and heightof the character on the screen shown in FIG. 20C. Then, the character asshown in FIG. 20D is generated in accordance with selected items onrespective screens shown in FIGS. 20A to 20C.

In game device 12 according to the present embodiment, a prescribednumber (such as 10) of characters can be registered. Such registrationinformation is stored in flash memory 44 or the like. Thus, CPU 40causes flash memory 44 or the like to store the user characterinformation for displaying the user character object on monitor 34.

Typically, such a usage that characters in number corresponding to thenumber of family members in a family who purchased game device 12 areregistered is assumed. The characters thus registered can be used notonly in the content distribution application according to the presentembodiment but also in other applications installed in game device 12.Thus, as the information is shared among many applications, only basicinformation such as the face or the physical constitution of thecharacter is registered in the character face creation application shownin FIGS. 20A to 20D. Namely, these characters are registered prior toexecution of the flowchart shown in FIG. 19.

In “generate user character” shown in step S5 shown in FIG. 19, thescreen as shown in FIGS. 21A to 21F is displayed. It is noted that anitem set for the user character shown in FIG. 21F is typically used asan attribute in evaluation after the content is watched which will bedescribed later.

Referring to FIG. 21A, in “generate user character” shown in step S5 inFIG. 19, initially, a screen for having the user select the usercharacter that has already been registered is displayed. The userselects a desired user character, on the screen shown in FIG. 21A. Insuccession, the user checks the information already registered for theselected user character on the screen shown in FIG. 21B. When a “YES”button is selected after checking the registered information, the screenshown in FIG. 21C is displayed. The user enters a year, month and dateof birth of the selected user character, on the screen shown in FIG.21C. When the user selects the “YES” button after the year, month anddate of birth is entered, the screen shown in FIG. 21D is displayed. Theuser enters a blood type of the selected user character, on the screenshown in FIG. 21D. When the user selects the “YES” button after theblood type is entered, the screen shown in FIG. 21E is displayed. On thescreen shown in FIG. 21E, the information set by the user (a profile ofthe user character) is displayed. When the user selects the “YES” buttonafter the user checks the registered information, a screen including theinformation of the user character profile, together with an effect thatstars are twinkling, which indicates that registration has beencompleted, is displayed as shown in FIG. 21E.

<Processing Procedure in Main Screen>

Referring next to FIGS. 22 and 23, the main screen subroutine (thedetails in step S10 in FIG. 19) for providing the main screen shown inFIGS. 11 to 18 above will now be described. Each step shown in FIGS. 22and 23 is provided by execution of the content distribution applicationaccording to the present embodiment by CPU 40 of game device 12. InFIGS. 22 and 23, a first timer is an element for determining whether acondition for appearance of the introduction character on the mainscreen is satisfied or not and a second timer is an element fordetermining whether a condition for exit of the introduction characterfrom the main screen is satisfied or not.

Referring to FIGS. 22 and 23, CPU 40 of game device 12 starts countingby the first timer (step S100). Namely, CPU 40 starts counting of atimer value for determining timing of appearance of the introductioncharacter in such a situation that the introduction character has notyet appeared in the main screen. In succession, CPU 40 reads theregistered user object and various objects from flash memory 44 or thelike and has the main screen displayed (step S102).

Thereafter, CPU 40 determines whether the second timer has counted up toa second threshold time set in advance or not (step S104). Specifically,CPU 40 determines whether the count value of the second timer of whichcounting is started after the introduction character appears has reacheda predetermined time or not. Namely, CPU 40 determines whether aprescribed condition for disappearance of the introduction character hasbeen satisfied or not. In other words. CPU 40 refers to ROM/RTC 48 toobtain a current time and day, and determines whether the current timepoint is the timing of exit of the introduction character or not. Whenthe second timer has counted up to the second threshold time (YES instep S104), the process proceeds to step S132. In contrast, when thesecond timer has not yet counted up to the second threshold time (NO instep S104), the process proceeds to step S106.

In step S106, CPU 40 determines whether the first timer has counted upto a predetermined first threshold time or not. Namely, CPU 40determines whether a prescribed condition for displaying theintroduction character is satisfied or not. In other words, CPU 40determines whether it is necessary to have a new introduction characterappear or not. When the first timer has counted up to the firstthreshold time (YES in step S106), the process proceeds to step S108. Incontrast, when the first timer has not yet counted up to the firstthreshold time (NO in step S106), the process proceeds to step S140.

In step S108, CPU 40 determines whether all of the registeredintroduction characters have appeared on the main screen or not, basedon the registration information of introduction character 520 includedin the event data downloaded at the time of start-up (step S7 in FIG.19). As described above, a plurality of introduction characters can beregistered in distribution server 104. In order to introduce contents byhaving these introduction characters appear multiple times with similarfrequencies on the main screen, in step S108, CPU 40 of game device 12determines whether there is an introduction character that has not yetappeared or not. When all of the registered introduction characters haveappeared on the main screen (YES in step S108), the process proceeds tostep S1120 n the other hand, when all of the registered introductioncharacters have not appeared on the main screen (NO in step S108), theprocess proceeds to step S110.

In step S110, CPU 40 downloads the introduction character informationfrom a specified access target (distribution server 104) based on theregistration information of introduction character 520 that has not yetappeared, included in the event data. Thus, CPU 40 obtains the characterinformation brought in correspondence with the specific content fromdistribution server 104. In a variation of the processing in this stepS110, the introduction character information of introduction character520 that has not yet appeared may be included in the event data (step S7shown in FIG. 19) obtained in the processing immediately after start-upof the content distribution application according to the presentembodiment. Alternatively, the processing in steps S108 and S110 may beperformed immediately after reception of the event data (step S7 shownin FIG. 19). In such a case, as the introduction character informationobtained in the initialization processing is stored in advance ininternal main memory 42 e, external main memory 46, or flash memory 44,CPU 40 refers to the memory storing the information and reads thenecessary introduction character information in step S110.

On the other hand, in step S112, CPU 40 determines whether or not amessage attached with the introduction character information is presentamong the messages received from another game device 12 through mailserver 102, in reception message box 44 b of flash memory 44. Namely,CPU 40 determines whether a message for introducing some content isreceived from the user of another game device 12 or not.

In order to suppress reception of an undesired message such as a spammail, a sender from which reception of a message is permitted may belimited to specific game device 12. In this case, CPU 40 obtains asender of a new incoming message (new incoming mail) that has arrived atmail server 102 and determines whether the obtained sender is includedin the addresses registered in friend list 44 d (FIG. 9) or not. Then,CPU 40 causes reception message box 44 b to store only a new messagefrom the sender of which address is registered in friend list 44 d anderases other new messages from mail server 102. Alternatively, CPU 40may cause reception message box 44 b to once store all new incomingmessages (new incoming mails) that have arrived at mail server 102 andthereafter determine whether the sender of each of the stored newincoming messages is registered in friend list 44 d or not, so that onlya message of which address is registered in friend list 44 d ismaintained and other messages are erased. Namely, the received messagesmay be filtered based on the registration settings in friend list 44 d.Thus, CPU 40 effectively receives a message only when the sender of themessage is game device 12 registered in advance as the communicationdestination. Further alternatively, the registration settings in friendlist 44 d of game device 12 may periodically be transferred to mailserver 102 so that mail server 102 itself determines whether or not thesender is registered in friend list 44 d of corresponding game device 12and only a message from the sender of which address is registered isreceived.

When a message attached with the introduction character information ispresent (YES in step S112), the process proceeds to step S114. On theother hand, when a message attached with the introduction characterinformation is not present (NO in step S112), the process proceeds tostep S140.

In step S114, CPU 40 reads the message of interest and the introductioncharacter information attached with the message from reception messagebox 44 b of flash memory 44. Then, the process proceeds to step S116.

In step S116, CPU 40 downloads the motion picture information of thecontent corresponding to the motion picture ID included in thedownloaded introduction character information or the introductioncharacter information read from reception message box 44 b fromdistribution server 104. It is noted that the motion picture informationincludes a title, duration of the motion picture, sponsor identificationinformation corresponding to the content, or the like, which will bedescribed later. Thus, CPU 40 obtains the content information of thespecific content brought in correspondence with the characterinformation from distribution server 104. Then, the process proceeds tostep S118. It is noted that the message may be attached in advance withthe motion picture information such as a title, duration of the motionpicture, sponsor identification information corresponding to thecontent, or the like, in addition to the introduction characterinformation. In this case, it is not necessary to download the motionpicture information of the content from distribution server 104 in stepS116. Namely, in sender game device 12, the motion picture informationrelating to the content of interest may be added in advance to themessage at the time of creation of the message.

In step S118, CPU 40 shows animation in which the introduction characterappears. More specifically, CPU 40 shows animation after an expression,an action or the like of the introduction character is determined inaccordance with the behavior pattern included in the introductioncharacter information. Typically, CPU 40 provides such an effect thatthe introduction character appears out of the television as shown inFIG. 13 or the introduction character enters the room through doorobject 519. Thus, CPU 40 has the character object displayed when thecondition for the first timer for displaying the introduction characteris satisfied.

In addition, a message can be transmitted in game device 12 itself. Inthis case as well, the message is stored in reception message box 44 bof flash memory 44. In such a case of displaying the message on gamedevice 12 itself, CPU 40 provides such an effect to cause the usercharacter selected to transmit the message to raise hand. Then, when theuser character that has raised hand is selected, the substance of themessage is displayed.

In successive step S120. CPU 40 has the profile of the introductioncharacter displayed as shown in FIG. 14. More specifically, based on theprofile information included in the introduction character information,CPU 40 has the substance thereof displayed. In further successive stepS122, CPU 40 has the introduction message displayed as shown in FIG. 15.More specifically, based on lines included in the introduction characterinformation or the introduction message input and transmitted by anothergame device 12, CPU 40 has the substance thereof displayed.

In subsequent step S124, CPU 40 has the motion picture informationdisplayed as shown in FIG. 16. More specifically, based on the title orthe like included in the motion picture information downloaded fromdistribution server 104, CPU 40 has the substance thereof displayedNamely, CPU 40 causes monitor 34 to display the introduction character(the character object) based on the obtained character information andoutputs the information for introducing the specific content inassociation with the introduction character (the character object) basedon the obtained content information.

At the same time, CPU 40 has a button displayed for asking the userwhether or not to watch the motion picture specified based on the motionpicture information. In successive step S126, CPU 40 determines which ofthe “watch” button and the “not watch” button has been selected. Whenthe user selected the “watch” button (“watch” in step S126), the processproceeds to step S128. In step S128, CPU 40 executes a motion picturereproduction subroutine. Namely, CPU 40 obtains the specific contentfrom distribution server 104 in response to the user's operation andcauses reproduction of the content on monitor 34. The processing detailsof this motion picture reproduction subroutine will be described later.After this motion picture reproduction subroutine is executed, theprocess proceeds to step S130.

On the other hand, when the user selected the “not watch” button (“notwatch” in step S126), the process proceeds to step S130.

In step S130, CPU 40 starts counting by the second timer. Namely, CPU 40starts counting of a timer value for determining the timing of exit ofthe introduction character that has appeared on the main screen. Inother words, CPU 40 continues display of the introduction character, butwhen a condition for the second timer is satisfied, CPU 40 causes theintroduction character object that is being displayed to disappear.Then, the process returns to step S102.

In contrast, in step S132, CPU 40 shows animation in which theintroduction character exits. More specifically, CPU 40 causes thecharacter to exit in accordance with the behavior pattern included inthe introduction character information. In successive step S134, CPU 40resets the count value of the second timer and stops counting by thesecond timer. In further successive step S136, CPU 40 resets the countvalue of the first timer and stops counting by the first timer. Then,the process returns to step S100.

In addition, in step S140, CPU 40 determines whether the poster objecton the main screen has been selected or not. When the poster object onthe main screen is selected (YES in step S140), CPU 40 resets the secondtimer value (step S142) and in succession, CPU 40 causes zoomed-indisplay of the poster content (step S144). CPU 40 has the informationregistered as recommended in distribution server 104 displayed, based onposter data included in the event data (step S7 in FIG. 19) downloadedat the time of start-up. In further successive step S146, CPU 40determines whether the zoomed-in poster has been selected or not. Whenthe zoomed-in poster is selected (YES in step S146), CPU 40 executes themotion picture reproduction subroutine in order to reproduce the motionpicture brought in correspondence with the displayed poster (step S148).The processing details of this motion picture reproduction subroutinewill be described later. After this motion picture reproductionsubroutine is executed, the process returns to step S102.

On the other hand, when the zoomed-in poster is not selected (NO in stepS146), CPU 40 determines whether a “back to main” button has beenselected or not (step S150). When the “back to main” button is selected(YES in step S150), the process returns to step S102. In contrast, whenthe “back to main” button is not selected (NO in step S150), theprocessing in step S144 and subsequent steps is repeated.

On the other hand, when the poster object on the main screen is notselected (NO in step S140), CPU 40 determines whether cork board object514 on the main screen has been selected or not (step S152). When corkboard object 514 on the main screen is selected (YES in step S152), CPU40 resets the second timer value (step S154) and in succession CPU 40has the reception message box displayed (step S156). In addition, CPU 40reads the designated message from reception message box 44 b of flashmemory 44 in response to selection or the like of the message by theuser and has the message displayed. Thereafter, the process returns tostep S1102.

On the other hand, when cork board object 514 is not selected (NO instep S152), CPU 40 determines whether foliage plant object 518 on themain screen has been selected or not (step S158). When foliage plantobject 518 on the main screen is selected (YES in step S158), CPU 40resets the second timer value (step S160) and in succession executes asponsor selection screen subroutine (step S162). This sponsor selectionscreen subroutine is processing for displaying a screen for providingvarious contents provided by sponsors which will be described later in aselectable manner for each sponsor. After this sponsor selection screensubroutine is executed, the process returns to step S102.

On the other hand, when foliage plant object 518 is not selected (NO instep S158), CPU 40 determines whether calendar object 516 on the mainscreen has been selected or not (step S164). When calendar object 516 onthe main screen is selected (YES in step S164), CPU 40 executes acalendar subroutine (step S166). According to this calendar subroutine,a content that is being distributed or will be distributed is displayedin a form of a calendar, or a literary calendar or the like is displayedin correspondence with each date. After this calendar subroutine isexecuted, the process returns to step S102.

On the other hand, when calendar object 516 on the main screen is notselected (NO in step S164), CPU 40 determines whether television object512 on the main screen has been selected or not (step S168). Whentelevision object 512 on the main screen is selected (YES in step S168),CPU 40 executes a content search subroutine (step S1170). In thiscontent search subroutine, a search function which will be describedlater is performed, or a list of contents such as “new arrival”,“high-satisfaction”, “recommended”, and “favorite” is displayed in aselectable manner. In addition, the sponsor selection screen subroutinewhich will be described later may also be executed from the contentsearch subroutine. After this content search subroutine is executed, theprocess returns to step S102.

On the other hand, when television object 512 on the main screen is notselected (NO in step S168), CPU 40 determines whether an “end” buttonhas been selected or not (step S172). When the “end” button is notselected (NO in step S172), the process returns to step S102. Incontrast, when the “end” button is selected (YES in step S172),execution of the main screen subroutine ends and the process returns tothe parent process.

In the flowchart described above, the processing for determining thetiming of appearance of the introduction character based on the firsttimer and the timing of exit of the introduction character based on thesecond timer has been illustrated, however, appearance/exit of theintroduction character may be determined based on other variousconditions. For example, some kind of user's operation may be set as acondition for appearance. In such a case, as it can be determined thatthe user is definitely present in front of monitor 34, the content canreliably be introduced to the user. Alternatively, a fact that gamedevice 12 belongs to a specific region may be set as a condition forappearance. In such a case, a content aimed at that specific region canbe introduced in a pinpoint manner.

<Data Exchange Between Game Device and Server>

Data exchange in distribution system 100 according to the presentembodiment will now be described.

Referring to FIG. 24, processing when each of two game devices 12-1 and12-2 executes the content distribution application and a messageintroducing a content from one game device 12-2 to the other game device12-1 is further transmitted will be described by way of example of dataexchange in distribution system 100 according to the present embodiment.

Initially, CPU 40 of game device 12-2 starts up a program relating tothe content distribution application in response to the user's operation(sequence SQ2). In succession, CPU 40 of game device 12-2 issues a queryto distribution server 104 (sequence SQ4). In response to this query,distribution server 104 transmits event data or the like to game device12-2 (sequence SQ6).

On the other hand, CPU 40 of game device 12-1 also starts up a programrelating to the content distribution application in response to theuser's operation (sequence SQ12). In succession, CPU 40 of game device12-1 issues a query to distribution server 104 (sequence SQ14). Inresponse to this query, distribution server 104 transmits event data orthe like to game device 12-1 (sequence SQ16).

CPU 40 of game device 12-2 transmits an introduction characterinformation request to distribution server 104 at prescribed timing (thetiming of counting up to the first threshold time by the first timershown in FIGS. 22 and 23) (sequence SQ20). In response to thisintroduction character information request, distribution server 104transmits the introduction character information to game device 12-2(sequence SQ22). In addition, CPU 40 of game device 12-2 transmits amotion picture information request to distribution server 104 (sequenceSQ24). In response to this motion picture information request,distribution server 104 transmits the motion picture information to camedevice 12-2 (sequence SQ26).

Receiving the introduction character information and the motion pictureinformation, CPU 40 of game device 12-2 has the introduction characterappear on the main screen to introduce the content prepared indistribution server 104 (sequence SQ28).

Similarly, CPU 40 of game device 12-1 transmits an introductioncharacter information request to distribution server 104 at prescribedtiming (the timing of counting up to the first threshold time by thefirst timer shown in FIGS. 22 and 23) (sequence SQ50). In response tothis introduction character information request, distribution server 104transmits the introduction character information to game device 12-1(sequence SQ52). In addition, CPU 40 of game device 12-1 transmits amotion picture information request to distribution server 104 (sequenceSQ54). In response to this motion picture information request,distribution server 104 transmits the motion picture information to gamedevice 12-1 (sequence SQ56).

Receiving the introduction character information and the motion pictureinformation, CPU 40 of game device 12-1 has the introduction characterappear on the main screen to introduce the content prepared indistribution server 104 (sequence SQ58).

When the user who watched introduction of the content on game device12-2 selects “watch” icon 527, CPU 40 of game device 12-2 transmits adistribution request including the motion picture ID to distributionserver 104 (sequence SQ30). In response to this distribution request,distribution server 104 starts distribution (typically, streaming-play)of the content such as the designated motion picture stored therein togame device 12-2 (sequence SQ32). CPU 40 of game device 12-2 generatesthis distributed motion picture (sequence SQ34).

After reproduction of this motion picture ends, CPU 40 of game device12-2 accepts evaluation on the motion picture from the user (sequenceSQ36). As will be described later, the content distribution applicationaccording to the present embodiment is configured to accept evaluationfrom the user without exception after the motion picture distributedfrom distribution server 104 is reproduced. Namely, CPU 40 of gamedevice 12-2 does not perform subsequent processing until the user inputssome evaluation after reproduction of the motion picture.

When the user inputs evaluation of the motion picture, CPU 40 of gamedevice 12-2 transmits the input evaluation to distribution server 104(sequence SQ38).

In succession, it is assumed that the user of game device 12-2 performsan operation to select a message screen and CPU 40 of game device 12-2creates a message directed to game device 12-1 (sequence SQ40).Thereafter, CPU 40 of game device 12-2 transmits the created message tomail server 102 (sequence SQ42). Mail server 102 transmits the messagereceived from game device 12-2 to destination game device 12-1 (sequenceSQ 44).

When CPU 40 of game device 12-1 determines that the introductioncharacter information is attached to the message received from mailserver 102 at prescribed timing, it transmits the motion pictureinformation request to distribution server 104 based on the attachedintroduction character information (sequence SQ60). In response to thismotion picture information request, distribution server 104 transmitsthe motion picture information to game device 12-1 (sequence SQ62).

Receiving the motion picture information, CPU 40 of game device 12-1 hasthe introduction character appear on the main screen to introduce thecontent that the user of game device 12-2 once watched and foundinteresting, based on the introduction character information attached tothe message and the received motion picture information (sequence SQ64).

In the sequence diagram above, a configuration to download theintroduction character information and the motion picture informationfrom distribution server 104 has been illustrated, however, a source ofsupply of various contents (for example, a sponsor) may directlydistribute an e-mail, a message or the like to each game, device 12.

In addition, in the sequence diagram above, a configuration in which amessage from certain game device 12 to another game device 12 istransmitted via mail server 102 has been illustrated, however, sendergame device 12 may upload the introduction character information, themotion picture information or the like to distribution server 104 sothat receiver game device 12 can download the message from distributionserver 104. Alternatively, instead of a manner of using the network, theintroduction character information, the motion picture information orthe like may be exchanged between game devices 12 or between game device12 and the server through a storage medium such as a portablesemiconductor memory or an optical disc.

Alternatively, the introduction character information, the motionpicture information or the like may be transmitted as attached with amessage (e-mail) or it may directly be described in a text of themessage. Alternatively, content data itself may directly be transmittedinstead of the motion picture information for identifying the content.

<Data Structure of Introduction Character>

An exemplary structure of data exchanged in the sequence diagram shownin FIG. 24 above will now be described with reference to FIGS. 25A to25C. FIG. 25A shows exemplary items included in the event data. FIG. 25Bshows exemplary items included in the introduction characterinformation, and FIG. 25C shows exemplary items included in the motionpicture information. It is noted that such information is typicallydescribed in a markup language such as XML (extensible markup language).This is because ability to expand a system can be enhanced by freelydefining a tag (an attribute provided to a character surrounded by < >and </>).

Referring to FIG. 25A, the event data typically includes (A1) year,month and day of interest, (A2) a poster ID, (A3) a signature color, and(A4) introduction character information. (A1) year, month and day ofinterest indicates a date on which each piece of event data is to bedisplayed so that the content displayed on the poster on the main screenis daily changed. (A2) poster ID is identification information foruniquely specifying the content to be displayed on the poster indistribution server 104. (A3) signature color indicates a signaturecolor on that day used in a background of the poster or the like. (A4)introduction character information indicates the introduction characterthat appears on the main screen. More specifically, (A4) introductioncharacter information includes (A4-1) the order of display and (A4-2) anintroduction character ID for each of (normally a plurality of)introduction characters that appears on that day. Regarding (A4-1) theorder of display, typically, the introduction characters are numberedsuch that an introduction character registered most recently isdisplayed first. In addition, (A4-2) introduction character ID is theidentification information for uniquely specifying the introductioncharacter in distribution server 104.

Referring to FIG. 25B, the introduction character information typicallyincludes (B1) an introduction character ID, (B2) an apparel attribute,(B3) a jacket color attribute, (B4) a trousers color attribute, (B5) abehavior pattern, (B6) a profile, (B7) a list of messages, and (B8) amotion picture ID.

(B1) introduction character ID is the identification information forspecifying the introduction character information, and it is brought incorrespondence with (A4-2) introduction character ID of the event datashown in FIG. 25A. (B2) apparel attribute is attribute information fordefining apparel of the introduction character. (B3) jacket colorattribute and (B4) trousers color attribute are attribute informationfor defining a color of the jacket and the trousers of the introductioncharacter. (B5) behavior pattern indicates an expression, an action orthe like of the introduction character when it appears or exits. In (B6)profile, comments and the like displayed in balloon object 523 in FIG.14 are stored as the profile of the introduction character. In (B7) listof messages, comments and the like displayed in a balloon for theintroduction character are stored. Namely, comments and the likedisplayed in balloon object 524 shown in FIG. 15 are stored. Morespecifically, (B7) list of messages includes (B7-1) an order, (B7-2)messages and (B7-3) an expression, in number corresponding to the numberof messages. The order of messages to be displayed in correspondencewith the introduction character is allocated to (B7-1) order. In (B7-2)messages, contents to be displayed are stored, and in (B7-3) expression,an expression of the introduction character in displaying thecorresponding messages is stored, (B8) motion picture ID is theidentification information for uniquely specifying the content (motionpicture) of interest in distribution server 104. When the content isintroduced with voice and sound, character strings stored in (B7-2)lines are input for voice synthesis processing so that synthesized voiceis output.

Referring to FIG. 25C, the motion picture information typically includes(C1) a motion picture ID, (C2) a title, (C3) duration of motion picture,(C4) time and day of start of availability, (C5) time and day of end ofavailability, (C6) a sponsor ID, (C7) a portable terminal distributionflag, (C8) a motion picture ID for portable terminal, and (C9) a stafflist ID.

(C1) motion picture ID is brought in correspondence with (B8) motionpicture ID of the introduction character information. (C2) title storesthe title of the motion picture of interest, and (C3) duration of motionpicture stores duration of the motion picture of interest. (C4) time andday of start of availability and (C5) time and day of end ofavailability store time and date of release of the motion picture ofinterest and the time and date of end of release of the motion picture,respectively.

As will be described later, the content (motion picture) distributedfrom distribution server 104 is basically provided by any sponsor, and(C6) sponsor ID stores the identification information for specifying thesponsor providing the motion picture of interest.

In addition, as will be described later, a part of the contentdistributed from distribution server 104 to game device 12 can betransferred to a portable terminal which will be described later.Accordingly, (C7) portable terminal distribution flag stores a flagvalue indicating permission/prohibition of transfer to such a portableterminal. In addition, (C8) motion picture ID for portable terminalstores the identification information for indicating the motion picturehaving image quality optimal for the portable terminal, corresponding tothe motion picture of interest.

In addition, (C9) staff list ID stores the identification informationfor specifying production staff of the content (motion picture) ofinterest. As will be described later, staff credits are displayed basedon the identification information stored in (C9) staff list ID.

It is noted that a method of transmitting information as to which ofprepared patterns is adopted as a part such as an eye or a noseconstituting the face of the introduction character may be adopted as amethod of expressing a face or the like of the introduction character.Alternatively, instead of such a method, bit map data or the likeexpressing a face of the introduction character may be transmitted.

In addition, the introduction character information shown in FIG. 25Aabove indicates a method of designating which behavior pattern should beused among behavior patterns prepared in advance, as a method ofexpressing animation of the introduction character. Instead of such amethod, information for chronologically specifying actions of theintroduction character (for example, a coordinate position or the likeof a character at each time) may be designated.

<Overview of Motion Picture Reproduction Subroutine>

Overview of the motion picture reproduction subroutine shown in stepS128 in FIG. 22 and step S148 in FIG. 23 will now be described.

Initially, when the motion picture reproduction subroutine is started,in parallel to downloading of the content (motion picture) fromdistribution server 104, the content is reproduced and the video isdisplayed on monitor 34. Typically, as described above, streaming-playin which downloading and reproduction are performed in parallel ispreferred. Depending on a network environment or the like, however, allor some of content data may once be downloaded to game device 12 andthereafter the content may be reproduced. FIG. 26 shows an exemplaryscreen in which the content (motion picture) is reproduced.

As shown in FIG. 26, during reproduction of the content, an icon or thelike for controlling reproduction is displayed. Specifically, aplay/stop icon 530 s, a pause icon 530 p, a fast forward/rewind icon 530r, or the like is displayed in a lower left portion of the screen. Whenthe user operates controller 22 to select play/stop icon 530 s,reproduction of the content is started or stopped. Play/stop icon 530 saccepts stop of play of the content while the content is being played,and it accepts start of play of the content while reproduction of thecontent is stopped. In addition, when pause icon 530 p is selected, playof the content is temporarily stopped. Moreover, when fastforward/rewind icon 530 r is selected, fast forward or rewinding of thecontent being played is performed, depending on a selected position.

Thereafter, when reproduction of the content ends, basically, the screenautomatically makes transition to a user evaluation input screen. It isnoted that end of the content encompasses interruption or stop of playindicated at any timing by the user, in addition to completion ofreproduction of the entire content.

Referring to FIG. 27, an exemplary screen for user evaluation input willbe described. In the user evaluation input screen, user characters 510 ato 510 c registered in advance through the operation shown in FIGS. 21Ato 21F are displayed and guest user characters 512 a and 512 b are alsosimultaneously displayed. In this user evaluation screen, for example, a“good” area 532, a “fair” area 534 and a “not so good” area 536representing examples of an evaluation item area are provided asevaluation items, in order to enter evaluation in three levels. Eachuser operates controller 22 to move the user character representing theuser himself/herself to a position indicating evaluation that the usermade after watching the content. Thus, user evaluation is voted. Theexample shown in FIG. 27 shows such a state that a cursor 538 like afinger moves user character 510 a to “good” area 532. It is noted thatcursor 538 may show the number of users that have already voted (in theexample in FIG. 27, “1”).

Specific processing for evaluation input is as follows. Specifically,CPU 40 of game device 12 sets a determination area in correspondencewith each area 532, 534, 536 displayed on the screen such that they arenot overlapped with one another. Then, CPU 40 determines whether theuser character is located in each determination area or not, and if theuser character is located in the determination area, CPU 40 determineswhich user character is present, every prescribed cycle. Namely, CPU 40periodically determines which user character is disposed for eachdetermination area. Therefore, even when a plurality of user charactersare arranged in the same area or even when the user characters arearranged in a plurality of different areas respectively, in any case,CPU 40 can simultaneously accept evaluation inputs. Therefore, even whena plurality of users simultaneously watch the content and thereafter theusers operate and move the user characters corresponding to respectiveusers to the areas corresponding to evaluations made by themselves, CPU40 can simultaneously accept respective users' evaluations. Namely, whenthe plurality of user characters are moved to positions in respectiveareas corresponding to a plurality of evaluation levels, CPU 40determines that evaluation of the reproduced content by a plurality ofpersons has been input.

After evaluation inputs by a prescribed number of user characters arecompleted, an “enter” button 540 is activated to be in a selectablestate. Typically, at the time point when evaluation input by at leastone user character is completed, “enter” button 540 may be activated. Onthe other hand, “enter” button 540 may remain inactive until evaluationinputs by more user characters or all registered user characters arecompleted.

In the content distribution application according to the presentembodiment, once evaluation input by the user character is provided,that evaluation cannot be changed until a prescribed period of timeelapses (typically, until a month next to the month in which evaluationwas input comes).

In the present embodiment, whether user's evaluation has been made ornot is determined based on the position of the user character in theevaluation item area in the user evaluation screen, that is, based onwhether the user character is located within the evaluation item area ornot. The present embodiment, however, is not limited as such, and forexample, evaluation can be made by providing a radio button for eachevaluation item and then turning on/off the radio button. Alternatively,a numeric value input type for entering a numeric value or a descriptiontype for inputting characters by operating controller 22 may also beadopted for making evaluation. In addition, for each evaluation item,the number of persons that should make evaluation may also bedesignated.

In addition, regarding the guest user character, the maximum number ofpersons that are allowed to input evaluation may preferably be set inadvance (for example, ten at the maximum), from a point of view ofprevention of abuse of an evaluation result.

Thereafter, when “enter” button 540 is selected, a state of evaluationinput by the user character at selected timing is stored in flash memory44 or the like. Then, a sub menu screen as shown in FIG. 28 is displayedon monitor 34.

The sub menu screen shown in FIG. 28 shows a watch again icon 544, amessage creation icon 546, a portable terminal transfer icon 548, afavorite icon 550, a credit icon 552, and a “next” button 542, in aselectable manner.

When the user operates controller 22 to select “next” button 542, CPU 40of game device 12 transmits user information (such as age, sex, bloodtype, or the like) set for the user character to distribution server104, together with evaluation result shown in FIG. 27. In succession,CPU 40 causes flash memory 44 or the like to store a vote historytransmitted to distribution server 104. The vote history stored in flashmemory 44 is used for avoiding redundant evaluation inputs made when theuser watched again the content that he/she had watched in the past.Detailed processing will be described later.

After such evaluation input and evaluation transmission are processed,in case that the watched content is brought in correspondence with anysponsor, the sponsor selection screen subroutine which will be describedlater is executed.

On the other hand, when the user operates controller 22 to select watchagain icon 544, CPU 40 of game device 12 causes display again of thescreen shown in FIG. 26 and accepts again reproduction of the content.

On the other hand, when the user operates controller 22 to selectmessage creation icon 546, CPU 40 of game device 12 executes a messagecreation subroutine which will be described later.

Alternatively, when the user operates controller 22 to select portableterminal transfer icon 548, CPU 40 of game device 12 executes a portableterminal transfer subroutine which will be described later. If transferof the watched content to the portable terminal is not permitted,portable terminal transfer icon 548 may be displayed in an inactivestate so that it cannot be selected, or portable terminal transfer icon548 may not be displayed.

Alternatively, when the user operates controller 22 to select favoriteicon 550, CPU 40 of game device 12 adds the motion picture ID foridentifying the watched content to a favorite folder (not shown) or thelike. This favorite folder stores information on a link, for example, toa content selected by the user, and when the user wishes to watch thecontent again that he/she had once watched, the content can quickly bereproduced with a simplified selection operation.

Alternatively, when the user operates controller 22 to select crediticon 552, CPU 40 of game device 12 downloads corresponding motionpicture staff list data from distribution server 104 based on the stafflist ID (see FIG. 25C) included in the motion picture informationcorresponding to the watched content. Then, CPU 40 has the credit listspecifying the production staff or the like displayed, based on thedownloaded data.

<Processing Procedure for Motion Picture Reproduction>

Referring next to FIG. 29, the motion picture reproduction subroutineproviding the screen relating to motion picture reproduction shown inFIGS. 26 to 28 above (the details in step S128 in FIG. 22 and step S148in FIG. 23) will now be described. Each step shown in FIG. 29 isprovided by execution of the content distribution application accordingto the present embodiment by CPU 40 of game device 12.

Referring to FIG. 29, initially, CPU 40 of game device 12 accesses thecontent corresponding to the motion picture ID included in thedesignated motion picture information among the contents uploaded todistribution server 104 (step S200). Namely, CPU 40 requeststransmission of the content designated based on the motion picture ID.In succession, as distribution of the content from distribution server104 is started, CPU 40 carries out streaming-play of the receivedcontent (step S202).

When reproduction of the content ends, CPU 40 determines whether thevote history brought in correspondence with the corresponding motionpicture ID has been stored in flash memory 44 or not (step S204).Namely, CPU 40 determines whether evaluation of the same content hasalready been input or not. When the vote history brought incorrespondence with the corresponding motion picture ID is not stored inflash memory 44 (NO in step S204), the process proceeds to step S212.

On the other hand, when the vote history brought in correspondence withthe corresponding motion picture ID is stored in flash memory 44 (YES instep S204), CPU 40 determines whether the present reproduction of thecontent has been carried out based on selection of watch again icon 544or not (FIG. 28) (step S206). When the present reproduction of thecontent has been carried out based on selection of watch again icon 544(YES in step S206), the process proceeds to step S216. In this case,evaluation of the content must have already been input after the contentwas watched for the first time. Therefore, CPU 40 does not request inputof evaluation when the present reproduction of the content ends.

In contrast, when the present reproduction of the content is not basedon selection of watch again icon 544 (NO in step S206), CPU 40determines whether evaluation by all registered user characters hasalready been input or not (step S208). When evaluation by all registereduser characters has not yet been input (NO in step S208), the processproceeds to step S212. In this case (NO in step S208), there is a usercharacter that has not yet input evaluation. Therefore, in order to havethat user character make evaluation, input of evaluation is requested.Accordingly, in an example where a plurality of user characters areregistered, when evaluation input by some user characters has been madewhereas evaluation by remaining user characters has not been made, theuser evaluation input screen (FIG. 27) is displayed again also afterreproduction of the same content for the second time or later. In thisuser evaluation input screen displayed again, evaluation by the usercharacter that had already input evaluation may also be made again,however, from a point of view of collecting more accurate statisticinformation, evaluation input by the same user character for the secondtime or later is preferably handled as invalid data.

In contrast, when evaluation by all registered user characters has beeninput (YES in step S208), the process proceeds to step S210.

In step S210, CPU 40 determines whether or not the day of storage in thevote history is a day in a previous month or before. Namely, CPU 40determines whether or not a month next to the month including the day ofvote of evaluation of the same content has come. When the date of votein the stored vote history is in a previous month or before (YES in stepS210), CPU 40 determines that new evaluation input is acceptable. Then,the process proceeds to step S212.

In contrast, when the date of vote in the stored vote history is not ina previous month or before (NO in step S210), CPU 40 determines that anew evaluation input is unacceptable. Then, the process proceeds to stepS216.

In the above, a condition for displaying the user evaluation inputscreen even though the vote history has already been stored wasdescribed in connection with the processing in steps S206, S208 andS210. If the vote history has already been stored, that is, if the votehistory has already been stored in step S204 (YES in step S204),however, the process may alternatively proceed to step S216.

In addition, regarding a condition for displaying the user evaluationinput screen even when the vote history has already been stored,determination may be made based on any one condition in steps S206, S208and S210, or determination may be made based on combination ofconditions as in the present embodiment.

In addition, instead of the condition as to whether evaluation by allregistered user characters has been input or not shown in step S208described above, determination may be made based on such a conditionthat evaluation by a prescribed number of characters among theregistered user characters has already been input.

In step S212, CPU 40 causes monitor 34 to display the user evaluationinput screen (FIG. 27) and accepts evaluation of the content. Whenevaluation by at least one user character is input, CPU 40 sets “enter”button 540 (FIG. 27) to a state that can be pointed, that is, activates“enter” button 540. On the other hand, when evaluation input by the usercharacter has not yet been provided, CPU 40 sets “enter” button 540(FIG. 27) to a state that cannot be pointed.

In successive step S214, CPU 40 determines whether “enter” button 540has been selected or not. When “enter” button 540 is selected (YES instep S214), the process proceeds to step S216. On the other hand, when“enter” button 540 is not selected (NO in step S214), the processing instep S212 and subsequent step is repeated.

In step S216, CPU 40 has the sub menu screen (FIG. 28) relating tomotion picture reproduction displayed. In successive step S218, CPU 40determines whether “next” button 542 (FIG. 28) has been selected or not.When “next” button 542 (FIG. 28) is selected (YES in step S218), theprocess proceeds to step S220. On the other hand, when “next” button 542(FIG. 28) is not selected (NO in step S218), the process proceeds tostep S228.

In step S220, CPU 40 transmits the input evaluation result and theevaluation data including the user information (such as age, sex, bloodtype, or the like) set for the user character to distribution server104. In successive step S222, CPU 40 causes flash memory 44 to store thevote history transmitted to distribution server 104. Here, CPU 40 causesthe date of transmission of the evaluation data to be stored as the dayof vote in the vote history. The day of vote is used for determinationprocessing in step S210 or the like described above.

In further successive step S224, CPU 40 determines whether the sponsoris brought in correspondence with the reproduced content or not. Morespecifically, CPU 40 makes determination based on a flag value of thesponsor ID (see FIG. 25C) included in the motion picture informationcorresponding to the reproduced content. When the sponsor is brought incorrespondence with the reproduced content (YES in step S224), theprocess proceeds to step S226. On the other hand, when the sponsor isnot brought in correspondence with the reproduced content (NO in stepS224), the process returns to the main screen subroutine shown in FIGS.22 and 23. When the reproduced content is a content selected in asponsor content list screen (see FIG. 33C) which will be describedlater, the process returns to the sponsor selection screen subroutineshown in FIG. 34.

In step S226, CPU 40 executes the sponsor selection screen subroutine.After the sponsor selection screen subroutine is executed, the processreturns to the main screen subroutine shown in FIGS. 22 and 23.

In contrast, in step S228, CPU 40 determines whether watch again icon544 (FIG. 28) has been selected or not. When watch again icon 544 isselected (YES in step S228), the processing in step S200 is repeated. Incontrast when watch again icon 544 is not selected (NO in step S228),the process proceeds to step S230.

In step S230, CPU 40 determines whether message creation icon 546 (FIG.28) has been selected or not. When message creation icon 546 is selected(YES in step S230), CPU 40 executes the message creation subroutine(step S232). Thereafter, the process returns to step S216. In contrast,when message creation icon 546 is not selected (NO in step S230), theprocess proceeds to step S234.

In step S234, CPU 40 determines whether portable terminal transfer icon548 (FIG. 28) has been selected or not. When portable terminal transfericon 548 is selected (YES in step S234), CPU 40 executes the portableterminal transfer subroutine (step S236). Thereafter, the processreturns to step S216. In contrast, when portable terminal transfer icon548 is not selected (NO in step S234), the process proceeds to stepS238.

In step S238; CPU 40 determines whether favorite icon 550 (FIG. 28) hasbeen selected or not. When favorite icon 550 is selected (YES in stepS238), CPU 40 adds the motion picture ID for identifying the reproducedcontent to the favorite folder (step S240). Thereafter, the processreturns to step S216. In contrast, when favorite icon 550 is notselected (NO in step S238), the process proceeds to step S242.

In step S242, CPU 40 determines whether credit icon 552 (FIG. 28) hasbeen selected or not. When credit icon 552 is selected (YES In stepS242), CPU 40 downloads the corresponding motion picture staff list datafrom distribution server 104 and has the credit list specifying theproduction staff or the like displayed (step S244). Thereafter, theprocess returns to step S216. On the other hand, when credit icon 552 isnot selected (NO in step S242), the process returns to step S216.

<Structure of Evaluation Data>

An exemplary stricture of data exchanged in the flowchart shown in FIG.29 above will now be described with reference to FIGS. 30A and 30B. FIG.30A shows exemplary items included in the evaluation data and FIG. 30Bshows exemplary items included in the vote history. It is noted thatsuch information is typically described in a markup language such asXML.

Referring to FIG. 30A, the evaluation data typically includes (D1) amotion picture ID, (D2) a time period of watching, (D3) time and day ofstart of watching, (D4) time and day of end of watching, (D5) selectedimage quality, (D6) a link source ID, (D7) link source auxiliaryinformation, (D8) a game device number, (D9) an equipment address, (D10)region information, (D11) the number of times of transfer, (D12) thenumber of times of repeated watch, (D13) the number of times ofrecommendation (D14) a sponsor ID, and (D15) evaluation result.

(D1) motion picture ID is the identification information for uniquelyspecifying the content (motion picture) of interest in distributionserver 104. (D2) time period of watching refers to a period of timeduring which the content (motion picture) of interest was watched ongame device 12. (D3) time and day of start of watching and (D4) time andday of end of watching store a time stamp value at which watching of thecontent (motion picture) was started on game device 12 and a time stampvalue at which watching ended, respectively. (D5) selected image qualitystores image quality of the content (motion picture) watched on gamedevice 12.

(D6) link source ID stores a link address (a link source) that waspresent prior to access to the content (motion picture) and (D7) linksource auxiliary information stores information other than an addressrelating to the link source.

(D8) game device number stores specific information for identifying gamedevice 12 and (D9) equipment address stores a network address or a MACaddress of game device 12.

(D10) region information stores information on a region (for example, aprefecture name) where game device 12 is located. It is noted that theregion information is set in advance for game device 12 through a user'soperation or the like.

(D11) the number of times of transfer stores the number of times thatindicates how many times the content of interest was transferred to theportable terminal which will be described later. (D12) the number oftimes of repeated watch stores how many times watching of the content ofinterest was repeated. (D13) the number of times of recommendationstores the number of times of transmission of a message recommending thecontent of interest. Instead of such a configuration as transmitting aspecific number of times of transmission of a message recommending thecontent to a family member, a friend or the like, information(typically, a flag) indicating whether a message recommending thecontent to a family member, a friend or the like has been transmitted ornot may be employed.

(D14) sponsor ID stores the identification information for specifyingthe sponsor when the sponsor is brought in correspondence with thecontent of interest.

(D15) evaluation result stores the evaluation content input for eachuser character, the user information (such as age, sex, blood type, orthe like) set for the user character, and the like. Specifically, (D15)evaluation result includes, for each user character, (D15-1) a usercharacter ID, (D15-2) age, (D15-3) sex, (D15-4) blood type, and (D15-5)evaluation. (D15-1) user character ID stores the identificationinformation for specifying the user character registered in game device12, and (D15-2) age, (D15-3) sex and (D15-4) blood type store theinformation set on the setting screen shown in FIG. 21D above. (D15-5)evaluation stores evaluation set on the user evaluation input screenshown in FIG. 27.

Referring to FIG. 30B, the vote history includes at least (E1) a motionpicture ID, (E2) time and day of storage, (E3) a sponsor ID, and (E4) anevaluation result. In addition, (E4) evaluation result includes (E4-1) auser character ID and (E4-2) evaluation. Details of each item includedin the vote history are substantially the same as the details of thecorresponding item included in the evaluation data shown in FIG. 30A.Therefore, detailed description thereof will not be repeated.

<Summarizing Processing in Distribution Server>

Referring next to FIG. 31, exemplary summarizing processing indistribution server 104 to which the evaluation data is transmitted fromgame device 12 will be described.

Distribution server 104 according to the present embodiment calculates apopularity score indicating how popular the content (motion picture) is,based on the evaluation data for the most recent X days, by way ofexample of the summarizing processing thereof, and calculates popularityranking in a group of contents provided by distribution server 104. Thepopularity score and the popularity ranking thus calculated are inprinciple informed of the sponsor providing the content. In addition, amanner of display of the provided contents may be varied, depending onthe calculated popularity score and popularity ranking.

The popularity score is calculated, for example, based on a valueobtained by multiplying a score of evaluation (any of “good”, “fair” and“not so good) by a coefficient corresponding to the number of personswho made the vote and the number of times of transmission of a messagerecommending the content to a family member, a friend or the like (thenumber of times of recommendation).

FIG. 31 is a block diagram showing a schematic configuration forproviding the summarizing processing in distribution server 104.Distribution server 104 shown in FIG. 31 includes, as its controlstructure, a sort and distribution unit 140, an evaluation data storageunit 142, an extraction unit 144, coefficient multiplication units 146 ato 146 g, a sum unit 148, and a time counting unit 149.

Sort and distribution unit 140 sorts and distributes evaluation data 130transmitted from game device 12 based on the motion picture ID. Namely,a plurality of evaluation data storage units 142 are prepared incorrespondence with the motion picture IDs assigned to the providedcontents. Then, sort and distribution unit 140 that has receivedevaluation data 130 from game device 12 refers to the motion picture IDincluded in the received evaluation data and causes correspondingevaluation data storage unit 142 to store evaluation data 130.

Extraction unit 144 refers to evaluation data 130 included in eachevaluation data storage unit 142 and outputs the number of pieces ofevaluation data that satisfies each condition as statistic information.Namely, extraction unit 144 outputs the statistic information separatelyfor each motion picture ID. More specifically, extraction unit 144outputs the number of user characters that made evaluation as “good” inthe evaluation data stored in certain evaluation data storage unit 142to coefficient multiplication unit 146 a. Namely, extraction unit 144refers to the value of (D15-5) evaluation in (D15) evaluation resultincluded in the evaluation data shown in FIG. 30A and adds up the numberof user characters that made evaluation as “good”. Similarly, extractionunit 144 outputs the number of user characters that made evaluation as“fair” in the evaluation data stored in certain evaluation data storageunit 142 to coefficient multiplication unit 146 b and outputs the numberof user characters made evaluation as “not so good” therein tocoefficient multiplication unit 146 c.

In addition, extraction unit 144 outputs the number of guest charactersthat made evaluation as “good” in the evaluation data stored in certainevaluation data storage unit 142 to coefficient multiplication unit 146d. Similarly, extraction unit 144 outputs the number of guest charactersthat made evaluation as “fair” in the evaluation data stored in certainevaluation data storage unit 142 to coefficient multiplication unit 146e and outputs the number of user characters that made evaluation as “notso good” in the evaluation data to coefficient multiplication unit 146f.

Further, extraction unit 144 adds up the “number of times ofrecommendation” of each piece of evaluation data stored in certainevaluation data storage unit 142 to output the result to coefficientmultiplication unit 146 g.

Coefficient multiplication units 146 a to 146 g output values obtainedby multiplying values received from extraction unit 144 by respectivecorresponding coefficients A to G to sum unit 148.

Sum unit 148 calculates the sum of values received from coefficientmultiplication units 146 a to 146 g and outputs the result of sum as thepopularity score. Namely, the popularity score output from sum unit 148is shown as a value expressed in the following equation.Popularity score=(the number of user characters who made evaluation as“good”×coefficient A)+(the number of user characters who made evaluationas “fair”×coefficient B)+(the number of user characters who madeevaluation as “not so good”×coefficient C)+(the number of guestcharacters who made evaluation as “good”×coefficient D)+(the number ofguest characters who made evaluation as “fair”×coefficient E)+(thenumber of guest characters who made evaluation as “not sogood”×coefficient F)+(the number of times of recommendation(the totalnumber)×coefficient G)

(1. First Variation of Summarizing Processing)

In the summarizing processing described above, a configuration in whichthe popularity score for each content is calculated based on the numberof user characters or the like that made evaluation has beenillustrated, however, an average of evaluations voted by user charactersmay be calculated.

Regarding more specific processing, for example, in a case whereevaluation in three levels of “good”, “fair” and “not so good” isadopted, “5” points, “3” points and “1” point are allocated torespective evaluation levels. Then, the total points are calculated bymultiplying the number of user characters that input evaluation by thecorresponding points and then the total points are divided by the totalnumber of user characters that input evaluation. Thus, an average pointof each content for all user characters can be calculated Namely, theaverage point of a certain content for all user characters can becalculated in the following equation.Average point={(the number of user characters who made evaluation as“good”×5 points)+(the number of user characters who made evaluation as“fair”×3 points)+(the number of user characters who made evaluation as“not so good”×1 point)}/(the number of user characters who madeevaluation as “good”+the number of user characters who made evaluationas “fair”+the number of user characters who made evaluation as “not sogood”)

(2. Second Variation of Summarizing Processing)

In the summarizing processing described above, a configuration in whichthe popularity score for each content for most recent period of X daysis calculated based on the number of user characters or the like thatmade evaluation has been illustrated, however, the popularity scoreduring each period may further be averaged. Namely, in addition tocalculation of the popularity score of each content every X days, anaverage of the popularity score for a longer period of time (forexample, for one month, for one year or the like) may be calculated.

Alternatively, the first variation and the second variation describedabove may be combined with each other.

It is noted that the processing described above is merely by way ofexample of the summarizing processing, and various types of statisticprocessing can naturally be performed by using a value of each itemincluded in the evaluation data transmitted from game device 12.

<Directory Structure of Distribution Server>

Referring next to FIG. 32, a directory structure in which contents andthe like are arranged in distribution server 104 will be described.

Referring to FIG. 32, a storage area of distribution server 104according to the present embodiment stores not only event data 120downloaded at the time of start-up of game device 12 but also contentmain bodies 122 a, 122 b, . . . . In addition, motion pictureinformation 123 a, 123 b, . . . describing a substance of each contentis stored in correspondence with each of content main bodies 122 a, 122b . . . . It is noted that a thumbnail image for displaying an icon forselecting a content main body in game device 12 may be prepared for eachof content main bodies 122 a, 122 b, . . . . Alternatively, instead of athumbnail image for displaying an icon for selection, a list includingonly characters may be prepared, or an icon image provided in advancefor selecting each content may be prepared.

As described above, some or all of contents distributed by distributionsystem 100 according to the present embodiment are brought incorrespondence with (basically a single) sponsor. Namely, some or all ofthe distributed contents are provided by any sponsor. Which sponsor isbrought in correspondence with each content is described by storing thesponsor ID in content motion picture information 123 a, 123 b, . . . .

In distribution system 100 according to the present embodiment, contentsproduced or provided independently by (typically) a plurality ofsponsors are distributed to the users of game device 12 and the user whowatched the content brought in correspondence with such a sponsor is ledto a page managed by the sponsor brought in correspondence with thatcontent. Namely, in the storage area of distribution server 104, an area(typically, a directory) 124 a, 124 b, 124 c, . . . managedindependently by each sponsor is provided. In these areas 124 a, 124 b,124 c, . . . , in principle, only the managing sponsor can add, modifyor erase the content. Instead of management by the sponsor itself ofthese areas 124 a, 124 b, 124 c, . . . , an operator entrusted by eachsponsor may be responsible for management on behalf of the sponsor.

The processing for providing watching or the like of the contentspresent in areas 124 a, 124 b, 124 c, . . . independently managed bysuch respective sponsors is the sponsor selection screen subroutinedescribed above (step S162 in FIG. 23, step S226 in FIG. 29, and thelike). As will be described later, access to areas 124 a, 124 b, 124 c,independently managed by the sponsor can be made based on user'sarbitrary selection, in addition to an occasion after the user watchedthe content brought in correspondence with the sponsor.

Each of areas 124 a, 124 b, 124 c, . . . stores one content or aplurality of contents 127 (hereinafter also referred to as a sponsorcontent 127) prepared by each sponsor and stores content descriptioninformation 126 describing what kind of sponsor content is stored. Thiscontent description information 126 stores a kind of metadata includinga title or a substance of each content. Typically, content descriptioninformation 126 is described in a markup language such as XML.Therefore, when a new content is added to areas 124 a, 124 b, 124 c, . .. , each sponsor should add the substance of the added content tocontent description information 126.

In terms of a business method in distribution system 100 according tothe present embodiment from a point of view of the sponsor, many userswho watched the content can be led to the page managed by the sponsoritself as a result of supply of a content attracting user's interest. Inaddition, in this page managed by the sponsor, not only the motionpicture but also an original questionnaire prepared by the sponsor, adiscount coupon, acceptance of an order of a sample, a mail orderservice of a commercial product (hereinafter also collectively referredto as home delivery service), and the like can also be provided. Inaddition, from a point of view of the user, the user can arbitrarilyselect a content in which he/she is interested from among a wide varietyof contents provided by a plurality of sponsors and can watch thecontent. Moreover, as provided contents are added or updated in a shortcycle, the user is also motivated to access distribution server 104 fornew information.

<Sponsor Selection Screen>

Overview of the sponsor selection screen subroutine shown in step S162in FIG. 23 and step S226 in FIG. 29 will now be described. It is notedthat the sponsor selection screen subroutine can be executed based onuser's arbitrary selection, without watching the content.

Initially, when the user selects and executes the sponsor selectionscreen subroutine without watching the content, CPU 40 of game device 12causes a sponsor list screen as shown in FIG. 33A displayed. The sponsordisplayed on the sponsor list screen shown in FIG. 33A correspond toeach of areas 124 a, 124 b, 124 c, . . . independently managed by eachsponsor shown in FIG. 32. In the sponsor list screen shown in FIG. 33A,sponsor characters 580 a to 580 f representing respective sponsors aredisplayed. Each of sponsor characters 580 a to 580 f is typicallyexpressed as carrying a logo or the like of the sponsor.

When any sponsor character is selected in the sponsor list screen shownin FIG. 33A, CPU 40 of game device 12 has a page corresponding to theselected sponsor displayed.

For example, when sponsor character 580 a of sponsor “AAA” is selectedin the sponsor list screen shown in FIG. 33A, CPU 40 of game device 12has an individual logo screen shown in FIG. 33B displayed and then hasthe sponsor content list screen as shown in FIG. 33C displayed.

When the sponsor selection screen subroutine is executed in step S162 inFIG. 23 and step S226 in FIG. 29, the individual logo screen as shown inFIG. 33B in connection with the sponsor brought in correspondence withthe watched content is directly displayed.

In the sponsor content list screen shown in FIG. 33C, initially, sponsorcharacter 582 a and/or 582 b offers greeting for a visit to the page ofthe sponsor, in a balloon object (not shown) or through voice and sound.Here, a sponsor company can also be introduced. In addition, CPU 40 ofgame device 12 has thumbnail images 584 a to 584 e showing the substanceof the sponsor content stored in an area independently managed by eachsponsor displayed in a selectable manner, in the sponsor content listscreen. Moreover, when the user operates controller 22 to point to anyof thumbnail images 584 a to 584 e with a cursor or the like, sponsorcharacter 582 a and/or 582 b explains the substance of the pointedsponsor content in a balloon object (not shown) or through voice andsound. Here, any user character registered in game device 12 may appearas one of sponsor characters 582 a and 582 b. Here, user character 510registered in the game device itself and introduction character 520 aredisplayed on the same screen.

In addition, when the user operates controller 22 to select any ofthumbnail images 584 a to 584 e, CPU 40 of game device 12 performsprocessing in accordance with the substance of the selected sponsorcontent. More specifically, if the selected sponsor content is themotion picture, CPU 40 of game device 12 starts reproduction of theselected sponsor content (motion picture).

Alternatively, when the selected sponsor content is the questionnaire,CPU 40 of game device 12 displays questions in the questionnaire and hasa screen for accepting input of answers displayed. Then, when input ofanswers is completed, CPU 40 of game device 12 transmits the inputanswers to distribution server 104 or other server devices.

Alternatively, when the selected sponsor content is a discount coupon,CPU 40 of game device 12 has an image to be presented at a shopdisplayed. More specifically, for example in a case of a discount couponfor a hamburger or the like, a motion picture incorporating in a finalframe an image of a hamburger and an image indicating an expiration dateor the like as shown in FIG. 33D is downloaded from distribution server104. In addition, as will be described later, CPU 40 of game device 12transfers the downloaded discount coupon to the portable terminal. Thus,the discount coupon can be displayed on the portable terminal and theuser can present the coupon at the shop to receive discount service.

Alternatively, when the selected sponsor content is acceptance of anorder of a sample, a home delivery service of mail order of a commercialproduct or the like, CPU 40 of game device 12 has a screen for acceptinginput of a delivery address or name of the user displayed. Then, wheninput of the address or the like is completed, CPU 40 of game device 12transmits the input information to distribution server 104 or otherserver devices.

<Procedure for Processing Sponsor Selection Screen>

Referring next to FIG. 34, the sponsor selection screen subroutine (thedetails in step S162 in FIG. 23 and step S226 in FIG. 29) providing thesponsor selection screen shown in FIG. 33A above will be described. Eachstep shown in FIG. 34 is provided by execution of the contentdistribution application according to the present embodiment by CPU 40of game device 12.

Referring to FIG. 34, initially, CPU 40 of game device 12 determineswhether the present processing is performed after reproduction of thecontent or not (step S300). Namely, CPU 40 determines whether or not thepresent subroutine is executed after the user watched the content, basedon the sponsor ID brought in correspondence with the content. When thepresent processing is not performed after reproduction of the content(NO in step S300), the process proceeds to step S302. It is, forexample, a case where foliage plant object 518 on the main screen shownin FIG. 11 is selected. On the other hand, when the present processingis performed after reproduction of the content (YES in step S300), theprocess proceeds to step S310.

In step S302, CPU 40 downloads the sponsor list from distribution server104. Namely, CPU 40 obtains the list indicating areas 124 a, 124 b, 124c, . . . independently managed by the sponsor and generated indistribution server 104. Here, CPU 40 also obtains information forexpressing the sponsor character. In successive step S304, CPU 40 hasthe sponsor list screen as shown in FIG. 33A displayed, based on theobtained sponsor list. In further successive step S306, CPU 40determines whether any of the sponsor characters displayed in a list hasbeen selected or not. When any of the sponsor characters displayed in alist is selected (YES in step S306), the process proceeds to step S310.On the other hand, when none of the sponsor characters displayed in alist is selected (NO in step S306), the process proceeds to step S308.

In step S308, CPU 40 determines whether a “back to main” button has beenselected or not. When the “back to main” button is selected (YES in stepS308), the process returns to the main screen subroutine shown in FIGS.22 and 23. In contrast, when the “back to main” button is not selected(NO in step S308), the processing in step S304 and subsequent steps isrepeated.

In step S310, CPU 40 has the designated sponsor or the individual logoscreen (see FIG. 33B) of the selected sponsor displayed. In successivestep S312, CPU 40 downloads the sponsor content list from distributionserver 104. Namely, CPU 40 obtains a list of sponsor contents stored inareas 124 a, 124 b, 124 c, . . . independently managed by the sponsor ofinterest. Here, CPU 40 also obtains a thumbnail image of each sponsorcontent. In successive step S314, CPU 40 has the sponsor content listscreen as shown in FIG. 33C displayed. In further successive step S316,CPU 40 shows animation in which the sponsor character offers greeting.

In successive step S318, whether any of the sponsor contents displayedin a list has been pointed with a cursor or the like or not isdetermined. When any of the sponsor contents displayed in a list ispointed (YES in step S318), the process proceeds to step S320. On theother hand, when none of the sponsor contents displayed in a list ispointed (NO in step S318), the process proceeds to step S322.

In step S320, CPU 40 shows animation in which the sponsor characterexplains the substance of the pointed sponsor content. Thereafter, theprocess proceeds to step S322.

In step S322, whether any of the sponsor contents displayed in a listhas been selected or not (typically, whether A button 26 d has beenpressed or not) is determined. When any of the sponsor contentsdisplayed in a list is selected (YES in step S322), the process proceedsto step S324. On the other hand, when none of the sponsor contentsdisplayed in a list is pointed (NO in step S322), the process proceedsto step S344.

In step S324, CPU 40 determines whether the selected sponsor content isthe motion picture or not. When the selected sponsor content is themotion picture (YES in step S324), the process proceeds to step S326. Onthe other hand, when the selected sponsor content is not the motionpicture (NO in step S324), the process proceeds to step S328.

In step S326, CPU 40 executes the motion picture reproduction subroutineto reproduce the selected sponsor content. After this motion picturereproduction subroutine is executed, the process returns to step S314.

In step S328, CPU 40 determines whether the selected sponsor content isa questionnaire or not. When the selected sponsor content is thequestionnaire (YES in step S328), the process proceeds to step S330. Onthe other hand, when the selected sponsor content is not thequestionnaire (NO in step S328), the process proceeds to step S334.

In step S330, CPU 40 has a screen for accepting input of answersdisplayed, together with display of questions in the questionnaire. Insuccessive step S332, CPU 40 transmits the input answers to distributionserver 104 or other server devices. Thereafter, the process returns tostep S314.

In step S334, CPU 40 determines whether the selected sponsor content isthe discount coupon or not. When the selected sponsor content is thediscount coupon (YES in step S334), the process proceeds to step S336.On the other hand, when the selected sponsor content is not the discountcoupon (NO in step S334), the process proceeds to step S340.

In step S336, CPU 40 downloads the motion picture including the image ofthe designated discount coupon from distribution server 104. Insuccessive step S338, CPU 40 executes the portable terminal transfersubroutine. After this portable terminal transfer subroutine isexecuted, the process returns to step S314.

In step S340, CPU 40 determines whether the selected sponsor content isthe home delivery service or not. When the selected sponsor content isthe home delivery service (YES in step S340), the process proceeds tostep S342. On the other hand, when the selected sponsor content is notthe home delivery service (NO in step S340), the process returns to stepS314.

In step S342, CPU 40 has a screen for accepting input of a deliveryaddress or name of the user displayed. In successive step S343, CPU 40of game device 12 transmits the information such as the input address todistribution server 104 or other server devices. Thereafter, the processreturns to step S314.

In step S344, CPU 40 determines whether the “back to main” button hasbeen selected or not. When the “back to main” button is selected (YES instep S344), the process returns to the main screen subroutine shown inFIGS. 22 and 23. In contrast, when the “back to main” button is notselected (NO in step S344), the process returns to step S314.

<Message Transmission Function>

Overview of the message creation subroutine shown in step S232 in FIG.29 will now be described. It is noted that the message creationsubroutine can be executed based on user's arbitrary selection, withoutwatching the content.

Referring to FIGS. 35A to 35F, when the message creation subroutine isexecuted, CPU 40 of game device 12 initially has a message selectionscreen as shown in FIG. 35A displayed. In the message selection screenshown in FIG. 35A, a “send to family” button 553 for selecting messagetransmission to game device 12 itself and a “send to friend” button 554for selecting message transmission to a user of another game device 12are displayed in a selectable manner.

When the user operates controller 22 to select “send to family” button553, CPU 40 of game device 12 has the user character selection screen asshown in FIG. 35B displayed. Namely, the user character selection screenshown in FIG. 35B is a screen for selecting user character 510 as thesender of the message, and user characters 510 registered in advance ingame device 12 are displayed in a list in a selectable manner.

On the other hand, when the user operates controller 22 to select “sendto friend” button 554, CPU 40 of game device 12 has a destinationselection screen as shown in FIG. 35C displayed. This destinationselection screen is a screen for selecting message destination gamedevice 12, and friend list 44 d including a game device number isregistered as an address for specifying destination game device 12. Whenno data is registered in friend list 44 d, a warning screen for urgingthe user to register friend list 44 d may be displayed. Thereafter, whenthe user operates controller 22 to select any destination in thedestination selection screen shown in FIG. 35C, CPU 40 of game device 12has the user character selection screen as shown in FIG. 35B displayed.

When the user operates controller 22 to select any user character 510 inthe user character selection screen shown in FIG. 35B, CPU 40 of gamedevice 12 has a behavior pattern selection screen as shown in FIG. 35Ddisplayed. Namely, the behavior pattern selection screen shown in FIG.35D accepts selection of a behavior to be exhibited when selected usercharacter 510 delivers the message. Specifically, in the behaviorpattern selection screen shown in FIG. 35D, the total of six icons of acalm icon 560 a, an excited icon 560 b, a sorrowful icon 560 c, anapology icon 560 d, a celebration icon 560 e, and a birthday icon 560 fare displayed in a selectable manner. User character 510 delivers themessage, with the expression or the action in accordance with the iconselected from among these icons.

When any behavior pattern is selected in FIG. 35D, a message inputscreen as shown in FIG. 35E is displayed for creating a message for theuser to recommend any content to a family member, a friend or the like,or otherwise, a message input screen as shown in FIG. 35F is displayed.Namely, CPU 40 of game device 12 determines whether or not the presentmessage creation subroutine is executed after any content was watched.If it is the case, CPU 40 obtains the thumbnail image or the like of thecontent and has the thumbnail image or the like displayed together witha balloon object 558.

In the message input screen shown in FIG. 35E, balloon object 558 foraccepting a message is displayed together with a thumbnail image 562showing the content recommended by the user. For confirmation, theselected user character is also displayed. When the user selects balloonobject 558, CPU 40 of game device 12 has, for example, a character inputscreen like a keyboard displayed. When the user successively selects anicon corresponding to a key of the keyboard displayed on the characterinput screen, a character is input in balloon object 558. When the userselects an “OK” button 564, CPU 40 of game device 12 transmits the inputmessage to mail server 102 or the like. It is noted that “OK” button 564may remain inactive so long as no character is input to balloon object558.

On the other hand, in the message input screen shown in FIG. 35F,balloon object 558 for accepting a message is displayed, without displayof thumbnail image 562. Input of a character in this balloon object 558is also made, for example, through the character input screen like akeyboard. Then, when the user selects OK button 564, CPU 40 of gamedevice 12 transmits the input message to mail server 102 or the like.

If a query about an installation status of an application in destinationgame device 12 is issued to mail server 102 or the like and it is foundthat the present content distribution application is not installed indestination game device 12, a message may be transmitted in a normalmail format or as converted into a format readable with the messageboard function described above.

Thus, CPU 40 generates the introduction character information brought incorrespondence with the content reproduced in response to the user'soperation and including information for displaying the selected usercharacter object. Then, CPU 40 transmits the generated introductioncharacter information to another game device 12 (information processingdevice).

In addition, CPU 40 of game device 12 indicated as the messagedestination obtains content information (motion picture information) ofthe reproduced content brought in correspondence with the introductioncharacter information from distribution server 104, in response toreception of the introduction character information from another gamedevice 12. Moreover, CPU 40 causes monitor 34 to display theintroduction character information based on the introduction characterinformation and outputs information for introducing the reproducedcontent in association with the introduction character object, based onthe obtained content information (motion picture information).

<Procedure for Processing Message Transmission Function>

Referring next to FIG. 36, the message creation subroutine providing thescreen for creating the message shown in FIGS. 35A to 35F above (detailsin step S232 in FIG. 29) will be described. Each step shown in FIG. 36is provided by execution of the content distribution applicationaccording to the present embodiment by CPU 40 of game device 12.

Referring to FIG. 36, initially, CPU 40 of game device 12 has themessage selection screen as shown in FIG. 35A displayed (step S400). Insuccessive step S402, CPU 40 determines whether any button displayed onthe message selection screen has been selected or not. When “send tofamily” button 553 on the message selection screen is selected (“FAMILY”in step S402), the process proceeds to step S414. On the other hand,when “send to friend” button 554 on the message selection screen isselected (“FRIEND” in step S402), the process proceeds to step S404.

In step S404, CPU 40 determines whether the registration data is presentin friend list 44 d or not. When there is no entry in friend list 44 d(NO in step S404), the process proceeds to step S406. When there isentry in friend list 44 d (YES in step S404), the process proceeds tostep S408.

In step S406, CPU 40 has a warning screen for urging the user toregister friend list 44 d displayed. Then, the process returns to stepS400.

In step S408, CPU 40 has a destination selection screen as shown in FIG.35C displayed, based on the registration data in friend list 44 d. Insuccessive step S410, CPU 40 determines whether a destination displayedon the destination selection screen has been selected or not. When thedestination displayed on the destination selection screen is notselected (NO in step S410), the processing in step S410 is repeated. Onthe other hand, when the destination displayed on the destinationselection screen is selected (YES in step S410), CPU 40 sets theselected destination game device number as the destination address (stepS412). Thereafter, the process proceeds to step S414.

In step S414, CPU 40 has the user character selection screen shown inFIG. 35B displayed. In successive step S416, CPU 40 determines whetherthe user character displayed on the user character selection screen hasbeen selected of not. When the user character displayed on the usercharacter selection screen is not selected (NO in step S416), theprocessing in step S416 is repeated. On the other hand, when the usercharacter displayed on the user character selection screen is selected(YES in step S416), CPU 40 sets the selected user character as thesender user character (step S418). Thereafter, the process proceeds tostep S420.

In step S420, CPU 40 has the behavior pattern selection screen shown inFIG. 35D displayed. In successive step S422, CPU 40 determines whetherany icon displayed on the behavior pattern selection screen has beenselected or not. When no icon displayed on the behavior patternselection screen is selected (NO in step S422), the processing in stepS422 is repeated. On the other hand, when any icon displayed on thebehavior pattern selection screen is selected (YES in step S422), CPU 40sets the behavior pattern corresponding to the selected icon (stepS424). Thereafter, the process proceeds to step S426.

In step S426, CPU 40 determines whether it is necessary to attach thesubstance of the content to the message or not. More specifically, CPU40 determines whether the present message creation subroutine wasexecuted after any content was watched. When it is necessary to attachthe substance of the content to the message (YES in step S426), theprocess proceeds to step S428. On the other hand, when it is notnecessary to attach the substance of the content to the message (NO instep S426), the process proceeds to step S432.

In step S428, CPU 40 obtains the motion picture ID of the content thatwas previously watched and downloads a thumbnail image of the contentcorresponding to the obtained motion picture ID from distribution server104. In successive step S430, CPU 40 has the message input screenincluding the downloaded thumbnail image displayed (see FIG. 35E).Thereafter, the process proceeds to step S434.

On the other hand, in step S432, CPU 40 has the message input screen notincluding the thumbnail image of the content displayed (see FIG. 35F).Thereafter, the process proceeds to step S434.

In step S434, CPU 40 determines whether a balloon object on the messageinput screen has been selected or not. When the balloon object isselected (YES in step S434), the process proceeds to step S436. On theother hand, when the balloon object is not selected (NO in step S434),the process proceeds to step S440.

In step S436, CPU 40 has the character input screen displayed andaccepts character input by the user. In successive step S438, CPU 40sets the input character string in the buffer. Then, the processproceeds to step S440.

In step S440, CPU 40 determines whether “OK” button 564 has beenselected or not. When “OK” button 564 is selected (YES in step S440),the process proceeds to step S442. On the other hand, when “OK” button564 is not selected (NO in step S440), the processing in step S434 andsubsequent steps is repeated.

In step S442, CPU 40 determines whether “send to family” is the selectedmessage or not. When “send to family” is the selected message (YES instep S442), the process proceeds to step S444. On the other hand, when“send to family” is not the selected message (NO in step S442), theprocess proceeds to step S446. Namely, this case corresponds toselection of “send to friend.”

In step S444, CPU 40 causes reception message box 44 b of game device 12itself to store information representing the sender user character, thebehavior pattern, the input message, the thumbnail image and the motionpicture ID of the content (as necessary), the type code, and the messageincluding the designated date. Thereafter, the process returns to theparent process.

In contrast, in step S446, CPU 40 issues a query to mail server 102 todetermine whether the present content distribution application has beeninstalled in destination game device 12 or not. When the present contentdistribution application is installed in destination game device 12 (YESin step S446), the process proceeds to step S448. On the other hand,when the present content distribution application is not installed indestination game device 12 (NO in step S446), the process proceeds tostep S450.

In step S448, CPU 40 transmits the information representing the senderuser character, the behavior pattern, the input message, the thumbnailimage and the motion picture ID of the content (as necessary), the typecode, and the message including the designated date to mail server 102,after designating the destination address (game device number).Thereafter, the process returns to the parent process.

In contrast, in step S450, CPU 40 generates a message in a formataccessible by the message board function, including the input message,the thumbnail image and the motion picture ID of the content (asnecessary), the type code, and the designated date. In addition, CPU 40transmits the generated message to mail server 102, after designatingthe destination address (game device number). Thereafter, the processreturns to the parent process.

<Configuration of Portable Terminal>

Referring next to FIGS. 37 and 38, a portable game device 210 will bedescribed by way of a typical example of a portable terminal accordingto the present embodiment. It is noted that distribution system 100according to the present embodiment is also applicable to ageneral-purpose portable terminal such as a portable telephone or a PDA(Personal Digital Assistant).

Referring to FIG. 37, portable game device 210 according to the presentembodiment is a foldable portable game device. FIG. 37 shows portablegame device 210 in an unfolded state (opened state). Portable gamedevice 210 is configured to have such a size that the user can holdportable game device 210 with both hands or one hand even in theunfolded state.

Portable game device 210 has a first housing 211 and a second housing221. First housing 211 and second housing 221 are coupled to allowopening and closing (be foldable). In the example shown in FIG. 37,first housing 211 and second housing 221 are each formed in a shape of ahorizontally long, rectangular plate, and they are coupled to each otherto be pivotable around a long side portion thereof by means of a hinge.

A first LCD (Liquid Crystal Display) 212 is provided as a displayportion (display means) in first housing 211. First LCD 212 is in arectangular shape and it is arranged such that a direction in which itslong side extends coincides with a direction in which a long side offirst housing 211 extends. In the present embodiment, though an LCD isadopted as the display portion (display means), other appropriatedisplay device such as a display device utilizing EL (ElectroLuminescence) may be adopted. In addition, resolution of the displayportion (display means) may be designed as appropriate in accordancewith an application to be executed.

Buttons 214A to 214K are provided as the input portion (input means) infirst housing 211 for performing various operations on portable gamedevice 210. Among buttons 214A to 214K, a direction input button 214A,an operation button 214B, an operation button 214C, an operation button214D, an operation button 214E, a power button 214F, a start button214G, and a select button 214H are provided on an inner main surface offirst housing 211, which is located on the inner side when first housing211 and second housing 221 are folded.

An L button 214I is provided at a left end portion of an upper sidesurface of first housing 211 in the drawing and an R button 214J isprovided at a right end portion of the upper side surface of firsthousing 211 in the drawing. In addition, a volume button 214K isprovided on a left side surface of first housing 211.

Direction input button 214A, L button 214I, and R button 214J are used,for example, for a selection operation. Buttons 214B to 214E are used,for example, for an enter operation or a cancel operation. Power button214F is used for turning on/off the power of portable game device 210.Volume button 214K is used for adjusting a volume of a speaker includedin portable game device 210.

Portable game device 210 further includes a touch panel 213 as the inputportion (input means) different from buttons 214A to 214K. Touch panel213 is attached to cover a screen of first LCD 212 and detects acoordinate when the user performs an input operation. Namely, touchpanel 213 is arranged in correspondence with a display surface of firstLCD 212.

For example, a resistive touch panel may be adopted as touch panel 213,however, touch panel 213 is not limited to the resistive type andvarious pressing-type touch panels may be adopted. In addition,resolution (detection accuracy) of touch panel 213 is preferably as highas resolution (display accuracy) of first LCD 212. The resolution oftouch panel 213, however, does not necessarily have to be equal to theresolution of first LCD 212.

An insertion opening (shown with a dashed line in FIG. 37) for a touchpen 227 is provided in a right side surface of first housing 211. In thedrawing. Touch pen 227 used for performing an input operation on touchpanel 213 can be accommodated in the insertion opening. Normally, aninput operation to touch panel 213 is performed by using touch pen 227,however, input operation of touch panel 213 can also be performed with afinger of the user, instead of touch pen 227.

Moreover, an insertion opening (shown with a chain-double-dotted line inFIG. 37) for accommodating a memory card 228 is provided in the rightside surface of first housing 211 in the drawing. A connector (notshown) for electrically connecting portable game device 210 and memorycard 228 with each other is provided in the inside of this insertionopening. Memory card 228 is removably attached to the connector. Memorycard 228 is used, for example, for reading a game program or image dataobtained from another information processing device or a game device,for storing (saving) image data picked up and/or processed by portablegame device 210, or the like. Memory card 228 is implemented by anon-volatile storage medium such as an SD (Secure Digital) card.

An insertion opening (shown with a chain-dotted line in FIG. 37) foraccommodating a memory card 229 is provided in the upper side surface offirst housing 211 in the drawing. A connector (not shown) forelectrically connecting portable game device 210 and memory card 229with each other is provided in the inside of this insertion opening.Memory card 229 is removably attached to the connector. Memory card 229stores a game program or the like.

Three LEDs 215A to 215C are disposed in a portion on the left of thecoupling portion of first housing 211 and second housing 221 in thedrawing. A first LED 215A illuminates when the power of portable gamedevice 210 is turned on A second LED 215B illuminates in accordance witha state of a battery of portable game device 210 (indicating duringcharging or a state of charge being low). As will be described later,portable game device 210 can establish wireless communication with otherequipment, and a third LED 215C illuminates depending on a status ofwireless communication. Therefore, three LEDs 215A to 215C can notifythe user of a state of power on/off, a state of charge, and a status ofwireless communication of portable game device 210.

A second LCD 222 is provided in second housing 221 as a display portion(display means). Second LCD 222 has a rectangular shape and it isarranged such that a direction in which its long side extends coincideswith a direction in which a long side of second housing 221 extends. Asin first LCD 212, another appropriate display device may be adoptedinstead of the LCD. Though portable game device 210 adopts such aconfiguration that the touch panel serving as the input means (inputportion) is attached to cover the screen of first LCD 212, yet anothertouch panel may be attached to the screen of second LCD 222.

In addition, two cameras (an inner camera 223 and an outer camera 225)serving as image pick-up means (an image pick-up device) are provided insecond housing 221. As shown in FIG. 37, inner camera 223 is disposed inan inner main surface of second housing 221 around the coupling portion.On the other hand, outer camera 225 is disposed in a surface opposite tothe inner main surface where inner camera 223 is disposed, that is, inan outer main surface of second housing 221 (corresponding to a surfaceon the outside when portable game device 210 is in the closed state). InFIG. 37, outer camera 225 is shown with a dashed line.

A microphone (a microphone 243 shown in FIG. 38) is accommodated as anaudio input device in the coupling portion of portable game device 210.In the inner main surface around the coupling portion of portable gamedevice 210, a microphone hole 216 is provided such that microphone 243can sense sound around portable game device 210.

A fourth LED 226 is provided on the outer main surface of second housing221 at a position proximate to outer camera 225. Fourth LED 226illuminates depending on a state of image pick-up by outer camera 225.

A sound emission hole 224 is provided in the inner main surface ofsecond housing 221, on each of left and right sides of second LCD 222provided around the center of the inner main surface. A speaker (aspeaker 245 shown in FIG. 38) is accommodated as an audio output device,in second housing 221 communicating to sound emission hole 224.

Referring to FIG. 38, portable game device 210 includes such electronicparts as a CPU 231, a main memory 232, a memory control circuit 233, adata memory 234 for storage, a memory 235 for preset data, memory cardinterfaces (memory card I/F) 236 and 237, a wireless communicationmodule 238, a local communication module 239, a real time clock (RTC)240, a power supply circuit 241, and an interface circuit (I/F circuit)242. These electronic parts are mounted on an electronic circuit boardand accommodated in first housing 211 (or in second housing 221).

CPU 231 is an operation processing unit for executing various programs,CPU 231 develops and executes on main memory 232, a game program storedin any of a memory within portable game device 210 (typically, datamemory 234 for storage), memory card 228 and memory card 229. As aresult of execution of a program by CPU 231, various types of processingaccording to the present embodiment which will be described later areprovided. As will be described later, the game program according to thepresent embodiment is typically supplied from the distribution server orthe like connected to the network through a wire or wirelesscommunication line to portable game device 210. The game programsupplied to portable game device 210 is stored in data memory 234 forstorage.

In addition, CPU 231 has a not-shown VRAM (Video Random Access Memory)for exclusively controlling display on first LCD 212 and second LCD 222.The VRAM temporarily stores image data or the like for displayingvarious images which will be described later. It is noted that datastored in main memory 232 is transferred to the VRAM, or a file (data)or the like stored in data memory 234 for storage is directly read andthe substance thereof is written in the VRAM.

Main memory 232, memory control circuit 233 and memory 235 for presetdata are connected to CPU 231. In addition, data memory 234 for storageis connected to memory control circuit 233.

Main memory 232 is storage means used as a work area or a buffer area ofCPU 231. Namely, main memory 232 temporarily stores data used forvarious types of processing or develops and temporarily stores a gameprogram read from data memory 234 for storage, memory card 228, memorycard 229, or the like. In the present embodiment, for example, a PSRAM(Pseudo-SRAM) is employed as main memory 232.

Data memory 234 for storage is storage means for storing a game programexecuted by CPU 231, data of images picked up by inner camera 223 andouter camera 225, and the like. Data memory 234 for storage isimplemented, for example, by a non-volatile storage medium such as aNAND-type flash memory. Memory control circuit 233 is a circuit forcontrolling reading and writing of data from/to data memory 234 forstorage in accordance with an instruction from CPU 231

Memory 235 for preset data is storage means for storing data such asvarious parameters set in advance in portable game device 210 (presetdata). A flash memory connected to CPU 231 through an SPI (SerialPeripheral Interface) bus may be adopted as memory 235 for preset data.

Memory card I/Fs 236 and 237 are each connected to CPU 231. Memory cardI/F 236 performs reading and writing of data from/to memory card 228attached to the connector in response to an instruction from CPU 231. Inaddition, memory card I/F 237 performs reading and writing of datafrom/to memory card 229 attached to the connector in response to aninstruction from CPU 231.

Wireless communication module 238 establishes communication with gamedevice 12 or the like under Bluetooth® specifications. It is noted thatcommunication by wireless communication module 238 may be establishedunder other specifications such as infrared or wireless LAN.Alternatively, wire connection may be adopted. In addition, localcommunication module 239 has a function to establish wirelesscommunication with a game device of a similar type under a prescribedcommunication scheme. Wireless communication module 238 and localcommunication module 239 are connected to CPU 231. CPU 231 can exchangedata with other equipment through a network circuit such as the Internetby using wireless communication module 238, or exchange data withanother game device of a similar type by using local communicationmodule 239.

In addition, RTC 240 and power supply circuit 241 are connected to CPU231. RTC 240 counts time and outputs the counted time to CPU 231. Forexample, CPU 231 is also able to calculate current time (date) or thelike based on the time counted by RTC 240. Power supply circuit 241controls electric power supplied from a power supply of portable gamedevice 210 (typically, a battery housed in first housing 211) andsupplies electric power to each part of portable game device 210.

Portable game device 210 further includes I/F circuit 242 connected toCPU 231. Microphone 243, an amplifier 244 and touch panel 213 areconnected to I/F circuit 242.

Microphone 243 senses voice and sound or the like of the user issuedtoward portable game device 210 and outputs an audio signal indicatingthe sensed voice and sound to I/F circuit 242. Amplifier 244 amplifiesthe audio signal from I/F circuit 242 and causes the audio signal to beoutput from speaker 245.

A touch panel control circuit included in I/F circuit 242 generatestouch position data based on a detection signal from touch panel 213 andoutputs the data to CPU 231. For example, the touch position dataincludes a coordinate value indicating a position where input to aninput surface of touch panel 213 was made. Here, the touch panel controlcircuit performs, cyclically or in a prescribed cycle, reading of asignal from touch panel 213 and generation of the touch position data.CPU 231 obtains the touch position data through I/F circuit 242 (thetouch panel control circuit) so that it can detect an input coordinatewhere the user has performed an input operation to touch panel 213.

In addition, first LCD 212 and second LCD 222 are each connected to CPU231. First LCD 212 and second LCD 222 display an image in response to aninstruction from CPU 231.

<Processing for Transfer to Portable Terminal>

Referring next to FIGS. 39A and 39B, FIGS. 40A to 40D, and FIGS. 41A to41D, overview of the portable terminal transfer subroutine shown in stepS236 in FIG. 29 and step S338 in FIG. 34 will be described. It is notedthat FIGS. 39A and 39B show an exemplary screen displayed on monitor 34of game device 12, and FIGS. 40A to 40D and FIGS. 41A to 41D show anexemplary screen displayed on first LCD 212 and second LCD 222 ofportable game device 210 representing a typical example of the portableterminal. In addition) it is assumed that a distribution application forportable terminal capable of establishing communication with the contentdistribution application according to the present embodiment isinstalled in portable game device 210.

When the portable terminal transfer subroutine is executed, CPU 40 ofgame device 12 initially has a notification screen as shown in FIG. 39Adisplayed. In the notification screen shown in FIG. 39A, a title of thecontent to be transferred to the portable terminal and a communicationstatus between game device 12 and portable game device 210 (in theexample shown in FIG. 39A, “now preparing”) are displayed. In addition,in the notification screen shown in FIG. 39A, a message urging the userto start up the distribution application for portable terminal in theportable terminal and a message notifying that the content cannot betransferred unless the distribution application for portable terminal isinstalled in the portable terminal are displayed.

Thereafter, when communication between game device 12 and portable gamedevice 210 is established and transfer of the content from game device12 to portable game device 210 is started, a status “now downloading” asshown in FIG. 39B is displayed.

On the other hand, when the user starts up the distribution applicationfor portable terminal in portable game device 210, a menu screen asshown in FIG. 40A is displayed. In FIGS. 40A to 40D and FIGS. 41A to41D, for the sake of illustration, the images (screen shots) displayedon respective first LCD 212 and second LCD 222 are shown together as awhole.

In the menu screen shown in FIG. 40A, a “receive video from stationarydevice” button 602 for receiving the content from game device 12 and a“watch received video” button 604 for reproducing the content stored inportable came device 210 are displayed.

When the user uses touch pen 227 or the like to touch button 602, CPU231 of portable game device 210 performs processing for receiving thecontent from game device 12 as shown in FIGS. 40B to 40D. On the otherhand, when the user uses touch pen 227 or the like to touch button 604,CPU 231 of portable game device 210 performs processing for reproducingthe stored content as shown in FIGS. 41A to 41D.

Referring initially to FIG. 40B, when button 602 is touched in the menuscreen shown in FIG. 40A, CPU 231 of portable game device 210 has ascreen for accepting selection of a storage destination of the contentreceived from game device 12 displayed. More specifically, a “portableterminal main body” button 612 for setting data memory 234 for storageof portable game device 210 as the storage destination and a “memorycard” button 614 for setting memory card 228 attached to portable gamedevice 210 as the storage destination are displayed. In succession, whenthe user uses touch pen 227 or the like to touch any of buttons 612 and614, CPU 231 of portable game device 210 starts processing for searchingfor game device 12 to be connected and has a screen indicating that gamedevice 12 is being searched for as shown in FIG. 40C displayed.

Thereafter, when communication is established between portable gamedevice 210 and game device 12, transfer of the content from game device12 to portable game device 210 is started. Along with this transferprocessing, CPU 231 of portable game device 210 has a screen indicatingthat the content is being received from game device 12 as shown in FIG.40D displayed. Here, a status indicating how much data of the entirecontent has been received is displayed.

Through such an operation, the content can be transferred from gamedevice 12 to portable game device 210.

On the other hand, when button 604 is touched on the menu screen shownin FIG. 40A, CPU 231 of portable game device 210 has a screen displayedfor accepting selection of a storage medium storing a content to bereproduced, as shown in FIG. 41A. More specifically, a “portableterminal main body” button 622 for reproducing the content stored indata memory 234 for storage of portable game device 210 and a “memorycard” button 624 for reproducing the content stored in memory card 228attached to portable game device 210 are displayed.

In succession, when the user uses touch pen 227 or the like to touch anyof buttons 622 and 624, CPU 231 of portable game device 210 has a screendisplayed for accepting selection of a type of a content to bereproduced, as shown in FIG. 41B. More specifically, a “video” button632 for reproducing a video content such as a motion picture and a“coupon” button 634 for reproducing a discount coupon as shown in FIG.33D above are displayed.

When the user uses touch pen 227 or the like to touch button 632 on thescreen shown in FIG. 41B, CPU 231 of portable game device 210 has ascreen for accepting selection of a video content to be reproduced asshown in FIG. 41C displayed. More specifically, CPU 231 of portable gamedevice 210 extracts video contents stored in the storage medium selectedin the screen shown in FIG. 41A and has thumbnail images and a list oftitles 626 displayed.

In addition, when the user uses touch pen 227 or the like to touch anycontent on the screen shown in FIG. 41C, CPU 231 of portable game device210 starts reproduction of the touched content as shown in FIG. 41B.

Though not shown, when the user uses touch pen 227 or the like to touchbutton 634 on the screen shown in FIG. 41B, CPU 231 of portable gamedevice 210 extracts images of coupons stored in the storage mediumselected in the screen shown in FIG. 41A and has the thumbnail imagesthereof or the like displayed in a list. Then, when any coupon istouched, CPU 231 of portable game device 210 reproduces the motionpicture of the selected coupon.

<Processing Procedure for Transfer to Portable Terminal>

Referring next to FIG. 42, processing for transferring the contentbetween game device 12 and portable game device 210 will be described.

CPU 40 of game device 12 causes monitor 34 to display the notificationscreen as shown in FIG. 39A when the portable terminal transfersubroutine is executed (sequence SQ100). In succession, CPU 40 of gamedevice 12 downloads the content of interest from distribution server 104(sequence SQ102). Thereafter, CPU 40 of game device 12 startstransmission of a radio signal including a search message (sequenceSQ104).

On the other hand, when the distribution application for portableterminal is executed, CPU 231 of portable game device 210 has thestorage destination selection screen as shown in FIG. 40A displayed(sequence SQ200). In succession, after the storage destination isdetermined in response to the user's operation CPU 231 of portable gamedevice 210 starts transmission of a radio signal including a searchmessage (sequence SQ204).

When reception of the search message and a handshake procedure arecompleted between game device 12 and portable game device 210 andcommunication is established between these devices (sequence SQ106), CPU40 of game device 12 transmits the content obtained from distributionserver 104 to portable game device 210 (sequence SQ108), CPU 231 ofportable game device 210 has the content received from game device 12stored (sequence SQ206). Thereafter, CPU 231 of portable game device 210transmits a completion beacon to game device 12 (sequence SQ208).Thereafter, CPU 231 of portable game device 210 has a completion screendisplayed (sequence SQ210) and the process ends.

On the other hand, a completion screen is also displayed on game device12 that received the completion beacon (sequence SQ110) and the processends.

Referring next to FIG. 43, a procedure for processing the distributionapplication for portable terminal shown in FIGS. 40A to 40D and FIGS.41A to 41D above will be described. Each step shown in FIG. 43 isprovided by execution of the distribution application for portableterminal according to the present embodiment by CPU 231 of portable gamedevice 210.

Referring to FIG. 43, initially, CPU 231 of portable game device 210 hasthe menu screen as shown in FIG. 40A displayed (step S500). Insuccessive step S502, CPU 231 determines whether “receive video fromstationary device” button 602 on the menu screen has been selected ornot. When “receive video from stationary device” button 602 is selected(YES in step S502), the process proceeds to step S504. On the otherhand, when “receive video from stationary device” button 602 is notselected (NO in step S502), the process proceeds to step S522.

In step S504, CPU 231 has the content storage destination selectionscreen as shown in FIG. 40B displayed. In successive step S506, CPU 231determines which storage medium has been selected as the storagedestination. When data memory 234 for storage of portable game device210 is selected as the storage destination (“stationary device” in stepS506), CPU 231 sets data memory 234 for storage as the storagedestination. Then, the process proceeds to step 510. On the other hand,when memory card 228 attached to portable game device 210 is selected asthe storage destination (“memory card” in step S506), CPU 231 setsmemory card 228 as the storage destination. In successive step S508, CPU231 determines whether memory card 228 attached to portable game device210 is healthy or not. When memory card 228 attached to portable gamedevice 210 is healthy (YES in step S508), the process proceeds to stepS510. On the other hand, when memory card 228 attached to portable gamedevice 210 is not healthy (NO in step S508), the process returns to stepS504.

In step S510, CPU 231 transmits a radio signal including a searchmessage in order to search for communication target game device 12.Here, CPU 231 has a screen indicating that game device 12 is beingsearched for displayed as shown in FIG. 40C. In successive step S512,CPU 231 determines whether the search message has been received fromcommunication target game device 12 or not. When the search message hasnot been received from communication target game device 12 (NO in stepS512), the processing in step S512 is repeated. On the other hand, whenthe search message has been received from communication target gamedevice 12 (YES in step S512), the process proceeds to step S514.

In step S514, CPU 231 downloads the content from communication targetgame device 12. Here, CPU 231 has a screen indicating that the contentis being received from game device 12 as shown in FIG. 40D displayed. Insuccessive step S516, when downloading of the content is completed, CPU231 causes data memory 234 for storage or memory card 228 set as thestorage destination to store the content. In further successive stepS518, CPU 231 transmits the completion beacon to game device 12. Insuccessive step S520, CPU 231 has the completion screen displayed. Then,the process returns to step S500.

In contrast, in step S522, CPU 231 determines whether “watch receivedvideo” button 604 in the menu screen has been selected or not. When“watch received video” button 604 is selected (YES in step S522), theprocess proceeds to step S524. On the other hand, when “watch receivedvideo” button 604 is not selected (NO in step S522), the process returnsto step S500.

In step S524, CPU 231 has a screen displayed for accepting which storagemedium should be selected to reproduce a content stored therein, asshown in FIG. 41A. In successive step S526, CPU 231 determines whichstorage medium is selected to reproduce a content stored therein. Whenreproduction of the content stored in data memory 234 for storage ofportable game device 210 is selected (“main body” in step S526), CPU 231sets data memory 234 for storage as the source of reading of thecontent. Then, the process proceeds to step S530. On the other hand,when reproduction of the content stored in memory card 228 attached toportable game device 210 is selected (“memory card” in step S526), CPU231 sets memory card 228 as the source of reading of the content. Insuccessive step S528, CPU 231 determines whether memory card 228attached to portable game device 210 is healthy or not. When memory card228 attached to portable game device 210 is healthy (YES in step S528),the process proceeds to step S530. On the other hand, when memory card228 attached to portable game device 210 is not healthy (NO in stepS528), the process returns to step S524.

In step S530, CPU 231 determines whether a content is present in thesource of reading or not. When no content is present in the source ofreading (NO in step S530), the process returns to step S524. On theother hand, when a content is present in the source of reading (YES instep S530), the process proceeds to step S532.

In step S532, CPU 231 has a screen for accepting selection of a type ofa content to be reproduced as shown in FIG. 41B displayed. In successivestep S534, CPU 231 determines which type of content has been selected asthe content to be reproduced. When the video content is selected forreproduction (“video” in step S534), the process proceeds to step S536.On the other hand, when the coupon is selected for reproduction(“coupon” in step S534), the process proceeds to step S542.

In step S536, CPU 231 reads the video content to be reproduced, that hasbeen read from the source of reading, and has a screen for acceptingselection of the video content to be reproduced as shown in FIG. 41Cdisplayed. In successive step S538, CPU 231 determines which content hasbeen selected. When any content is selected (YES in step S538), theprocess proceeds to step S540. On the other hand, no content is selected(NO in step S538), the processing in step S538 is repeated.

In step S540, CPU 231 reproduces the selected video content. Thereafter,the process returns to step S536.

In step S542, CPU 231 reads the coupon motion picture to be reproduced,that has been read from the source of reading, and has a screendisplayed for accepting selection of the coupon motion picture to bereproduced. In successive step S544, CPU 231 determines whether anycontent has been selected or not. When any content has been selected(YES in step S544), the process proceeds to step S546. On the otherhand, when no content is selected (NO in step S544), the processing instep S544 is repeated.

In step S546, CPU 231 reproduces the selected coupon motion picture.Here, typically, as an image showing the content of the coupon isincorporated in the final frame of the coupon motion picture, the imagein the final frame is displayed as a still image. Thereafter, theprocess returns to step S542.

Search for contents can further be facilitated by distributing any ofthe video content and the discount coupon in a form of a motion picturecontent. Regarding the discount coupon, however, an image that can bepresented at a shop should only be displayed. Therefore, a still imagemay be used instead of a motion picture. By using a still image, loadimposed on the network can be lessened.

<Calendar Function>

Referring next to FIGS. 44 and 45, overview of a calendar subroutineshown in step S166 in FIG. 23 will be described.

When the calendar subroutine is executed, CPU 40 of game device 12initially has a weekly calendar screen 700 as shown in FIG. 44displayed. In this calendar screen 700, dates in a week (in the examplein FIG. 44, 14th to 20th) are displayed separately. Then, in the fieldof each day, a date 702 and weather forecast 704 on that day aredisplayed. In addition, in the field of each day, a literary calendarheadword 740 indicating some anniversary is added. A field correspondingto the time and day of the current time point among these fields isdisplayed differently from fields of other days. In the example in FIG.44, a bold frame 708 surrounds the field corresponding to the time andday of the current time point.

In addition, in the field of each day, if a message designated to beopened on that day has arrived, an icon 710 notifying the user ofreception of the message is displayed. Icon 710 also shows the numberindicating the number of received messages.

In addition, a content display field 706 is provided in calendar screen700, and a thumbnail image or the like of the content brought incorrespondence with each day is displayed. More specifically, a time andday of start of availability and a time and day of end of availabilityare determined for each content such as a motion picture, and the useris permitted to download the content during a period from that time andday of start of availability to time and day of end of availability. Itis noted that the time and day of start of availability of each contentis a date brought in correspondence with that content. Thus, by bringingeach content in correspondence with any date and by setting a periodduring which the content can be watched content distribution in variousforms in accordance with the substance thereof can be achieved. Forexample, in distributing a content that records a method of fabricatinga jack-o'-lantern used for Halloween, such a form as startingdistribution from a day before Halloween is preferred. On the otherhand, by limiting a period during which the content can be watched,user's willingness to watch the content can also be enhanced.

Typically, in calendar screen 700, a manner of display of correspondingthumbnail images may be different between a content selectable at thecurrent time point and other non-selectable contents. In the exampleshown in FIG. 44, content display field 706 includes a thumbnail image720 surrounded with a bold frame, which indicates a selectable content,and a normal thumbnail image 730 which indicates a non-selectablecontent.

In addition, in a lower portion of calendar screen 700, a “previousweek” button 714 and a “next week” button 716 are displayed. When theuser selects any of buttons 714 and 716, the date displayed on calendarscreen 700 is changed week by week.

In addition, in the lower portion of calendar screen 700, a back icon718 is displayed. When the user selects this icon 718, the screenreturns to the main screen.

In addition, when the user selects any date displayed on calendar screen700, a daily calendar screen 750 as shown in FIG. 45 is displayed. Inthis calendar screen 750, a literary calendar of the selected date, acontent brought in correspondence with that day or the like isdisplayed.

More specifically, in calendar screen 750, if a message designated to beopened on that day is present, icon 710 informing the user of that factis displayed together with date 702 and weather forecast 704 on thatday. In addition, in calendar screen 750, literary calendar headword 740of the literary calendar on that day is displayed in a selectablemanner.

Moreover, in calendar screen 750, if a date corresponding to the currenttime point or a date after that is selected, a “send message on thisday” button 724 is displayed in a selectable manner. When this button724 is selected, a screen for creating a message designated to be openedon that selected date is displayed on calendar 750. With this function,for example, a message of which day of mailing (or a day of reception)is set in correspondence with a birthday or the like of a family memberor a friend can be created and transmitted. Therefore, if a date priorto the current time point is selected, “send message on this day” button724 is not displayed.

In addition, calendar screen 750 is provided with a content displayfield 756, where a thumbnail image of the content brought incorrespondence with each day is displayed. If the number of contentsbrought in correspondence with is greater than a prescribed number,display switch buttons 752 and 754 are displayed. When button 752 or 754is selected, the displayed thumbnail images of the contents are changed.

Moreover, in the lower portion of calendar screen 750, a “previous day”button 762 and a “next day” button 764 are displayed. When the userselects any of buttons 762 and 764, the date displayed on calendarscreen 750 is changed day by day.

Further, in the lower portion of calendar screen 750, a back icon 768 isdisplayed. When the user selects this icon 768, the screen returns tocalendar screen 700.

In addition, when any literary calendar headword 740 displayed oncalendar screen 750 is selected, transition to a screen (not shown)displaying details of the selected literary calendar is made. In thescreen displaying the details of this literary calendar, not only textsbut also an image set in advance may be displayed. Alternatively,detailed explanation of the literary calendar may be provided only bythe motion picture.

<Data Exchange in Calendar Function>

Data exchange in distribution system 100 during execution of thecalendar function will now be described.

Referring to FIG. 46, when the user's operation to indicate execution ofthe calendar function is performed (sequence SQ300), CPU 40 of gamedevice 12 starts execution of the calendar function (sequence SQ302). Insuccession, CPU 40 of game device 12 transmits a weekly calendar datarequest to distribution server 104 (sequence SQ304). In response to thisweekly calendar data request, distribution server 104 transmits theweekly calendar data to game device 12 (sequence SQ306). In addition,CPU 40 of game device 12 transmits a thumbnail image request todistribution server 104 (sequence SQ308). In response to this thumbnailimage request, distribution server 104 transmits the thumbnail image togame device 12 (sequence SQ310). In addition, CPU 40 of game device 12sends a query about presence/absence of a mail to mail server 102(sequence SQ312). In response to this query, if a mail is present, mailserver 102 transmits the mail to game device 12 (sequence SQ314).

When downloading of data from distribution server 104 and mail server102 is completed, CPU 40 of game device 12 has the weekly calendardisplayed based on the weekly calendar data, the thumbnail image, andthe message (sequence SQ316).

Thereafter, when the user performs an operation to select any datedisplayed on the weekly calendar (sequence SQ318), CPU 40 of game device12 transmits a daily calendar data request to distribution server 104(sequence SQ320). In response to this daily calendar data request,distribution server 104 transmits the daily calendar data to game device12 (sequence SQ322). In addition, CPU 40 of game device 12 transmits athumbnail image request to distribution server 104 (sequence SQ324). Inresponse to this thumbnail image request, distribution server 104transmits the thumbnail image to game device 12 (sequence SQ326).

When downloading of data from distribution server 104 is completed, CPU40 of game device 12 has the daily calendar displayed based on the dailycalendar data and the thumbnail image (sequence SQ328).

Thereafter, when a user's operation to indicate selection of anyliterary calendar headword is performed (sequence SQ330), CPU 40 of gamedevice 12 has details of the selected literary calendar displayed on thescreen (sequence SQ332).

In addition, when a user's operation to indicate selection of any motionpicture content is performed (sequence SQ334), CPU 40 of game device 12transmits a distribution request including the motion picture IDcorresponding to the selected content to distribution server 104(sequence SQ336). In response to this distribution request, distributionserver 104 starts distribution (typically, streaming-play) of thedesignated content stored in the server itself to game device 12(sequence SQ338), CPU 40 of game device 12 generates this distributedmotion picture (sequence SQ340).

<Data Structure of Calendar Data>

An exemplary structure of the calendar data exchanged in the sequencediagram shown in FIG. 46 above will now be described with reference toFIGS. 47A and 47B. FIG. 47A shows exemplary items included in the weeklycalendar data and FIG. 47B shows exemplary items included in the dailycalendar data. It is noted that such information is typically describedin a markup language such as XML.

Referring to FIG. 47A, the weekly calendar data typically includes (F1)year, month and day of interest, (F2) days of the week, (F3) a holidayflag, (F4) a literary calendar headword, and (F5) motion pictureinformation. As the items from (F1) to (F5) are set for each day, theweekly calendar data includes the items from (F1) to (F5) for sevendays.

(F1) year, month and day of interest indicates year, month and day thatshould reflect the stored information. (F2) days of the week indicate aday of the week of corresponding (F1) year, month and day of interest.(F3) holiday flag indicates whether the corresponding (F1) year, monthand day of interest is a holiday or not. (F4) literary calendar headwordstores the substance of literary calendar headword 740 displayed oncalendar screen 700 shown in FIG. 44.

(F5) motion picture information stores the information on the contentdisplayed on calendar screen 700 shown in FIG. 44. More specifically,(F5) motion picture information includes (F5-1) an order, (F5-2) amotion picture ID, (F5-3) a time and day of start of availability,(F5-4) a time and day of end of availability, and (F5-5) a title.Regarding (F5-1) order, the order of display of the content of interestin the field of each day is allocated. (F5-2) motion picture ID is theidentification information for uniquely specifying the content (motionpicture) of interest in distribution server 104. (F5-3) time and day ofstart of availability indicates beginning of a period during whichwatching (downloading) of the content of interest is permitted (F5-4)time and day of end of availability indicates an end of the periodduring which watching (downloading) of the content of interest ispermitted, (F5-5) title stores a title of the content of interest. It isnoted that the number of pieces of described (F5) motion pictureinformation corresponds to the number of contents brought incorrespondence with the day of interest.

Referring to FIG. 47B, the daily calendar data typically includes (G1)year, month and day of interest, (G2) days of the week, (G3) a holidayflag, (G4) literary calendar information, and (G5) motion pictureinformation. The number of pieces of described (G4) literary calendarinformation corresponds to the number of literary calendars brought incorrespondence with the day of interest. Similarly, the number of piecesof described (G5) motion picture information corresponds to the numberof contents brought in correspondence with the day of interest.

In (G1) year, month and day of interest, (G2) days of the week and (G3)holiday flag, substantially the same items as (F1) year, month and dayof interest, (F2) days of the week and (F3) holiday flag included in theweekly calendar data shown in FIG. 47A are stored respectively.

(G4) literary calendar information stores information for displayingcalendar screen 750 shown in FIG. 45 and a screen (not shown) showingmore detailed contents of the literary calendar. More specifically, (G4)literary calendar information includes (G4-1) a literary calendar index,(G4-2) a literary calendar headword, (G4-3) a literary calendar text,(G4-4) a literary calendar image type, and (G4-5) a literary calendarBGM. (G4-1) literary calendar index is an identification number forspecifying the literary calendar on the day of interest. (G4-2) literarycalendar headword stores the substance of literary calendar headword 740displayed on calendar screen 750 shown in FIG. 45. (G4-3) literarycalendar text stores texts explaining the more detailed substance of theliterary calendar. (G4-4) literary calendar image type storespresence/absence of an image to be displayed together with the substanceof the literary calendar, a size of the image for display, or the like.(G4-5) literary calendar BGM stores the identification information forspecifying a BGM in displaying the substance of the literary calendar.

In addition, (G5) motion picture information stores the itemsubstantially the same as (F5) motion picture information included inthe weekly calendar data shown in FIG. 47A.

<Processing Procedure of Calendar Function>

Referring next to FIGS. 48 and 49, a calendar subroutine (details instep S166 in FIG. 23) providing the calendar function shown in FIGS. 44and 45 above will be described. Each step shown in FIGS. 48 and 49 isprovided by execution of the content distribution application accordingto the present embodiment by CPU 40 of game device 12.

Referring to FIGS. 48 and 49, initially, CPU 40 of game device 12downloads the weekly calendar data from distribution server 104 (stepS600). In successive step S602, CPU 40 downloads the thumbnail image ofthe content corresponding to each motion picture ID based on the motionpicture ID included in the downloaded weekly calendar data. In furthersuccessive step S604, CPU 40 sends a query to mail server 102 anddownloads a message for which any day in the week included in thatdownloaded weekly calendar data is designated to be opened, CPU 40causes reception message box 44 b of flash memory 44 to store thedownloaded message.

Thereafter, in step S606, CPU 40 has the weekly calendar as shown inFIG. 44 displayed based on the downloaded weekly calendar data and themessage. In successive step S608, CPU 40 refers to ROM/RTC 48 to obtainthe current time and day, and determines whether or not the current timepoint is within an accessible time period (a period from the time andday of start of availability to the time and day of end of availability)of (F5) motion picture information included in the downloaded weeklycalendar data. When the current time point is within the accessible timeperiod (YES in step S608), the process proceeds to step S610. On theother hand, when the current time point is not within the accessibletime period (NO in step S608), the process proceeds to step S612.

In step S610, CPU 40 has the thumbnail image corresponding to (F5)motion picture information of interest displayed, as surrounded by abold frame indicating that the content is selectable. Thereafter, theprocess proceeds to step S613.

In step S612, CPU 40 has the thumbnail image corresponding to (F5)motion picture information of interest displayed in a normal mannerindicating that the content is not selectable. Thereafter, the processproceeds to step S613.

In step S613, CPU 40 determines whether the processing for every (F5)motion picture information included in the downloaded weekly calendardata has been completed or not. When the processing for every (F5)motion picture information included in the downloaded weekly calendardata has not been completed (NO in step S613), the processing in stepS608 and subsequent steps is repeated. On the other hand, when theprocessing for every (F5) motion picture information included in thedownloaded weekly calendar data has been completed (YES in step S613),the process proceeds to step S614. At this time point, display of weeklycalendar screen 700 as shown in FIG. 44 is completed.

In step S614, CPU 40 determines whether a next week or a previous weekrelative to the currently displayed week has been selected or not. Whenthe next week or the previous week relative to the currently displayedweek is selected (YES in step S614), the processing in step S600 andsubsequent steps is repeated. When the next week or the previous weekrelative to the currently displayed week is not selected (NO in stepS614), the process proceeds to step S616.

In step S616, CPU 40 determines whether a message icon has been selectedor not. When the message icon is selected (YES in step S616), theprocess proceeds to step S617. On the other hand, when the message iconis not selected (NO in step S616), the process proceeds to step S620.

In step S617, CPU 40 refers to ROM/RTC 48 to obtain the current time,and determines whether the current time point coincides with the datebrought in correspondence with the selected message icon or has passedthat date. When the current time point coincides with the date broughtin correspondence with the selected message icon or has passed that date(YES in step S617), the process proceeds to step S618. On the otherhand, when the current time point does not coincide with the datebrought in correspondence with the selected message icon and has notpassed that date (NO in step S617), the processing in step S618 isskipped and the process proceeds to step S620.

In step S618, CPU 40 has the substance stored in reception message box44 b of flash memory 44 displayed in a selectable manner. Namely, amessage transmitted from another game device 12 or the like via mailserver 102 may be attached with a year, month and day designated as theday to open the message and such a message of which day of opening isdesignated is stored in transmission message box 44 a in correspondencewith the designated date. In addition, in calendar screen 700 as well,the message is displayed in correspondence with the designated date.Such a message to which the designated day of opening has been added istypically intended to be read on a specific day such as a birthday orsome kind of anniversary. Therefore, CPU 40 of game device 12 prohibitsaccessing by the user of such a message to which the designated day ofopening has been added until the designated day of opening comes.Namely, CPU 40 outputs the message only when the designated day ofopening added to the received message coincides with the current timepoint or the current time point has passed the designated day ofopening. Then, the process proceeds to step S620.

In step S620, CPU 40 determines whether any thumbnail image displayed inthe weekly calendar has been selected or not. When any thumbnail imageis selected (YES in step S620), the process proceeds to step S622. Onthe other hand, when no thumbnail image is selected (NO in step S620),the process proceeds to step S626.

In step S622, CPU 40 refers to ROM/RTC 48 to obtain the current time andday, and determines whether the current time point is within theaccessible time period (the period from the time and day of start ofavailability to the time and day of end of availability) of the content(motion picture) corresponding to the selected thumbnail image. Morespecifically, CPU 40 specifies the motion picture ID brought incorrespondence with the selected thumbnail image and obtains (F5-3) timeand day of start of availability and (F5-4) time and day of end ofavailability corresponding to that motion picture ID described in thedownloaded weekly calendar data. Then, CPU 40 compares the obtained timeand day of start of availability and time and day of end of availabilitywith the current time point (current date).

When the current time point is within the accessible time period of thecontent (motion picture) corresponding to the selected thumbnail image(YES in step S622), the motion picture reproduction subroutine isexecuted (step S624). After this motion picture reproduction subroutineis executed, the process proceeds to step S626. On the other hand, whenthe current time point is not within the accessible time period of thecontent (motion picture) corresponding to the selected thumbnail image(NO in step S622), CPU 40 prohibits reproduction of the selected content(motion picture). Then, the process proceeds to step S626.

In step S626, CPU 40 determines whether any date displayed in the weeklycalendar has been selected or not. When any date is selected (YES instep S626), the process proceeds to step S628. On the other hand, whenno date is selected (NO in step S628), the process proceeds to stepS662.

In step S628, the daily calendar data in connection with the selecteddate is downloaded. In successive step S630, CPU 40 downloads thethumbnail image of the content corresponding to each motion picture IDbased on the motion picture ID included in the downloaded daily calendardata.

Thereafter in step S632, CPU 40 has the daily calendar as shown in FIG.45 displayed, based on the downloaded daily calendar data and themessage. In successive step S634, CPU 40 refers to ROM/RTC 48 to obtainthe current time and day, and determines whether the current time pointis within the accessible time period (the period from the time and dayof start of availability to the time and day of end of availability) of(G5) motion picture information included in the downloaded dailycalendar data. When the current time point is within the accessible timeperiod (YES in step S634), the process proceeds to step S636. On theother hand, when the current time point is not within the accessibletime period (NO in step S634), the process proceeds to step S638.

In step S636, CPU 40 has the thumbnail image corresponding to (G5)motion picture information of interest displayed, as surrounded by abold frame indicating that the content is selectable. Thereafter, theprocess proceeds to step S639.

In step S638, CPU 40 has the thumbnail image corresponding to (G5)motion picture information of interest displayed in a normal mannerindicating that the content is not selectable. Thereafter, the processproceeds to step S639.

In step S639, CPU 40 determines whether the processing for every (G5)motion picture information included in the downloaded daily calendardata has been completed or not. When the processing for every (G5)motion picture information included in the downloaded daily calendardata has not been completed (NO in step S639), the processing in stepS634 and subsequent steps is repeated. On the other hand, when theprocessing for every (G5) motion picture information included in thedownloaded daily calendar data has been completed (YES in step S639),the process proceeds to step S640. At this time point, display of dailycalendar screen 750 as shown in FIG. 45 is completed.

In step S640, CPU 40 determines whether a next day or a previous dayrelative to the currently displayed day has been selected or not. Whenthe next day or the previous day relative to the currently displayed dayis selected (YES in step S640), the processing in step S628 andsubsequent steps is repeated. When the next day or the previous dayrelative to the currently displayed day is not selected (NO in stepS640), the process proceeds to step S642.

In step S642, CPU 40 determines whether “send message on this day”button 724 has been selected or not. When “send message on this day”button 724 is selected (YES in step S642), the process proceeds to stepS644. On the other hand, when “send message on this day” button 724 isnot selected (NO in step S642), the process proceeds to step S646.

In step S644, CPU 40 executes the message creation subroutine assumingthe selected date in the calendar as the year, month and day ofinterest. The year, month and day of interest is added as informationindicating the designated day of opening the created message. After thismessage creation subroutine is executed, the process proceeds to stepS646.

In step S646, CPU 40 determines whether a message icon has been selectedor not. When the message icon is selected (YES in step S646), theprocess proceeds to step S648. On the other hand, when the message iconis not selected (NO in step S646), the process proceeds to step S652.

In step S648, CPU 40 refers to ROM/RTC 48 to obtain the current time andday, and determines whether the current time point coincides with thedate brought in correspondence with the selected message icon or haspassed that date. When the current time point coincides with the datebrought in correspondence with the selected message icon or has passedthat date (YES in step S648), the process proceeds to step S650. On theother hand, when the current time point does not coincide with the datebrought in correspondence with the selected message icon and has notpassed that date (NO in step S648), the processing in step S650 isskipped and the process proceeds to step S652.

In step S650, CPU 40 has the substance stored in reception message box44 b of flash memory 44 displayed in a selectable manner. Then, theprocess proceeds to step S652.

In step S652, CPU 40 determines whether any thumbnail image displayed inthe daily calendar has been selected or not. When any thumbnail image isselected (YES in step S652), the process proceeds to step S654. On theother hand, when no thumbnail image is selected (NO in step S652), theprocess proceeds to step S658.

In step S654, CPU 40 refers to ROM/RTC 48 to obtain the current time andday, and determines whether the current time point is within theaccessible time period (the period from the time and day of start ofavailability to the time and day of end of availability) of the content(motion picture) corresponding to the selected thumbnail image. Morespecifically, CPU 40 specifies the motion picture ID brought incorrespondence with the selected thumbnail image and obtains (G5-3) timeand day of start of availability and (G5-4) time and day of end ofavailability corresponding to the motion picture ID described in thedownloaded daily calendar data. Then, CPU 40 compares the obtained timeand day of start of availability and time and day of end of availabilitywith the current time point (current date).

When the current time point is within the accessible time period of thecontent (motion picture) corresponding to the selected thumbnail image(YES in step S654), the motion picture reproduction subroutine isexecuted (step S656). After this motion picture reproduction subroutineis executed, the process proceeds to step S658. On the other hand, whenthe current time point is not within the accessible time period of thecontent (motion picture) corresponding to the selected thumbnail image(NO in step S654), CPU 40 prohibits reproduction of the selected content(motion picture). Then, the process proceeds to step S658.

In step S658, CPU 40 determines whether any literary calendar headworddisplayed in the daily calendar has been selected or not. When anyliterary calendar headword is selected (YES in step S658), the processproceeds to step S660. On the other hand, when no literary calendarheadword is selected (NO in step S658), the process returns to stepS640.

In step S660, CPU 40 has a more detailed literary calendar displayedbased on the image and/or the literary calendar texts brought incorrespondence with the selected literary calendar. Thereafter, theprocess returns to step S640.

In step S662, CPU 40 determines whether the “back” button has beenselected or not. When the “back” button is selected (YES in step S662),the process returns. On the other hand, when the “back” button is notselected (NO in step S662), the process returns to step S614.

<Variation of Calendar Data>

In the weekly calendar data shown in FIG. 47A, a configuration in whichwhether distribution of the content to the user is permitted or not isdetermined based on the time and day defined by (F5-3) time and day ofstart of availability and (F5-4) time and day of end of availability hasbeen illustrated.

Instead of such a configuration, a configuration using the intended timeand day at which distribution of the content is started and informationindicating whether or not to permit distribution of the content prior tothat time and day may be adopted. FIG. 50 shows an exemplary datastructure of weekly calendar data according to a variation of theembodiment of the present invention. The weekly calendar data shown inFIG. 50 includes (F5-3′) a selection permission flag instead of (F5-3)time and day of start of availability and (F5-4) time and day of end ofavailability in the weekly calendar data shown in FIG. 47A. (F5-3′)selection permission flag stores a flag value as to whether or not topermit distribution of a content of interest prior to a day of release,which is (F-1) year, month and day of interest.

More specifically, when any content (or thumbnail image indicating thecontent) is selected, CPU 40 of game device 12 refers to ROM/RTC 48 toobtain the current time and day, and refers to the corresponding weeklycalendar data. Then, CPU 40 determines whether the current time point isafter (F1) year, month and day of interest or not. When the current timepoint is after (F1) year, month and day of interest, downloading andreproduction of the selected content is started. On the other hand, whenthe current time point is not after (F1) year, month and day ofinterest, CPU 40 of game device 12 refers to (F5-3′) selectionpermission flag and when this flag value permits distribution prior tothe day of release, downloading and reproduction of the selected contentis started. In contrast, when the flag value stored in (F5-3′) selectionpermission flag does not permit distribution prior to the day ofrelease, downloading of the selected content is not performed.

<Search Function>

Referring next to FIGS. 51A to 51D, processing performed when the useroperates controller 22 to select television object 512 displayed on themain screen will be described. When television object 512 is selected onthe main screen shown in FIG. 11, CPU 40 of game device 12 has thecontent selection screen as shown in FIG. 51A displayed, by executingthe content search subroutine.

In the content selection screen shown in FIG. 51A, such animation that aplurality of characters behave in a predetermined manner is shown. Morespecifically, functions of “new arrival content display,”“high-satisfaction content display,” “recommended content display,” and“favorite content display” are allocated to characters 802, 804, 806,and 808 respectively, and when the user operates controller 22 to pointto any character with a cursor or the like, explanation thereof isdisplayed in a balloon object. In addition, when the user operatescontroller 22 to select any character, a list of contents in accordancewith the corresponding function is displayed. When any content isselected, the motion picture reproduction subroutine as shown in FIG. 29is executed.

In the content selection screen shown in FIG. 51A, foliage plant object812 is displayed in a selectable manner, and when the user operatescontroller 22 to select foliage plant object 812, the sponsor selectionscreen subroutine as shown in FIG. 34 is executed.

In addition, a function of “content search” is allocated to character810, and when the user operates controller 22 to select character 810, ascreen providing the content search function as shown in FIGS. 51B to51D is displayed.

Namely, when character 810 is selected, CPU 40 of game device 12 has asearch keyword entry screen as shown in FIG. 51B displayed. In thesearch keyword entry screen shown in FIG. 51B, an entry box 820 forentering a keyword, an “enter again” button 824, and a “search with thisword” button 826 are displayed. Moreover, in a balloon object 822proximate to the character, a message that “do you want to start searchfor video with this keyword?” is displayed.

When the user selects entry box 820, CPU 40 of game device 12 has acharacter input screen, for example like a keyboard, displayed. As theuser successively selects an icon corresponding to a key of the keyboarddisplayed on this character input screen, a character is input in entrybox 820. Thereafter, when the user selects “search with this word”button 826, CPU 40 of game device 12 transmits the input message todistribution server 104. On the other hand, when the user selects “enteragain” button 824, CPU 40 of game device 12 resets the character stringentered in entry box 820.

Distribution server 104 basically regards all contents present in theserver itself as search targets. Namely, when distribution server 104receives a keyword from any game device 12, distribution server 104extracts motion picture information including all or a part of thereceived keyword(s) among motion picture information brought incorrespondence with all contents stored in the server itself. Inaddition, distribution server 104 sends back to game device 12,representative thumbnail image of each content corresponding to theextracted motion picture and information indicating the number ofextracted contents. Game device 12 that received this information hasthe search result screen as shown in FIG. 51C displayed.

During a period from transmission of a search keyword to distributionserver 104 until reception of a search result from distribution server104, CPU 40 of game device 12 may display such a message as “nowsearching for video . . . wait for a moment” in a balloon objectproximate to the character, in order to inform the user of the fact thatsearch is in progress.

In the search result screen shown in FIG. 51C, a balloon object 830proximate to the character shows the number of contents retrieved ashits, such as “102 videos were found.” At the same time, in the searchresult screen shown in FIG. 51C, thumbnail images 834 of contents (inthe example in FIG. 51C, four contents) having motion pictureinformation having a relatively high hit rate among the retrievedcontents are displayed. In the search result screen shown in FIG. 51C, a“more” button 832 is displayed, and when the user selects this “more”button 832, thumbnail images of more retrieved contents are displayed.

When a search result received from distribution server 104 indicateszero, that is, when no content that hits the search keyword was found, amessage urging the user to enter again a keyword may be displayed. Forexample, CPU 40 of game device 12 causes a balloon object proximate tothe character to display a message: “No video corresponding to thatkeyword was found. Try another keyword.”

When the user selects any thumbnail image in the search result screenshown in FIG. 51C, CPU 40 of game device 12 has a reproductionconfirmation screen shown in FIG. 51D displayed. In the reproductionconfirmation screen shown in FIG. 51D, a selected thumbnail image 840 iszoomed in for display and a comment thereon is displayed in a balloonobject 842 (in the example shown in FIG. 51D, “secret of AAA!”). Inaddition, in the reproduction confirmation screen shown in FIG. 5D, a“watch this” button 844 is also displayed, and when the user selectsthis “watch this” button 844, reproduction of the selected content isstarted.

<Data Exchange in Search Function>

Referring next to FIG. 52, data exchange in the search function shown inFIGS. 51A to 51D above will be described.

Referring to FIG. 52, when a user's operation to indicate execution ofthe search function is performed (sequence SQ400), CPU 40 of game device12 starts execution of the search function (sequence SQ402). Insuccession, when a users operation to enter a search keyword isperformed (sequence SQ404), CPU 40 of game device 12 accepts the enteredkeyword (sequence SQ406). In addition, when a user's operation toindicate start of search is performed (sequence SQ408), CPU 40 of gamedevice 12 transmits an entered keyword to distribution server 104(sequence SQ410).

In response to this transmitted keyword, distribution server 104performs search processing based on the keyword for the motion pictureinformation brought in correspondence with each content stored in theserver itself (sequence SQ412). Then, distribution server 104 transmitsa search result extracted in the search processing and a thumbnail imageincluded in the search result to game device 12 (sequence SQ414).

CPU 40 of game device 12 has the search result as shown in FIG. 51Cdisplayed based on the search result and the thumbnail image receivedfrom distribution server 104 (sequence SQ416). Thereafter, when a user'soperation to request more retrieved contents is performed (sequenceSQ418), CPU 40 of game device 12 transmits an update request todistribution server 104 (sequence SQ420). In response to this updaterequest, distribution server 104 transmits a thumbnail image that hasnot yet been transmitted in the extracted search result to game device12 (sequence SQ422). CPU 40 of game device 12 updates display of thesearch result based on a new thumbnail image received from distributionserver 104 (sequence SQ424).

In addition, when a user's operation to indicate selection of any motionpicture content is performed (sequence SQ426), CPU 40 of game device 12transmits a distribution request including the motion picture IDcorresponding to the selected content to distribution server 104(sequence SQ428). In response to this distribution request, distributionserver 104 starts distribution (typically, streaming-play) of thedesignated content stored in the server itself to game device 12(sequence SQ430). CPU 40 of game device 12 generates this distributedmotion picture (sequence SQ432).

<Processing Procedure of Search Function>

Referring next to FIGS. 53 and 54, the content search subroutine(details in step S170 in FIG. 23) providing the search function shown inFIGS. 51A to 51D above will be described. Each step shown in FIGS. 53and 54 is provided by execution of the content distribution applicationaccording to the present embodiment by CPU 40 of game device 12.

Referring to FIGS. 53 and 54, initially, CPU 40 of game device 12downloads data for displaying a character on the content selectionscreen shown in FIG. 51A from distribution server 104 (step S700). Insuccessive step S702, CPU 40 downloads a thumbnail image to be displayedin association with each downloaded character from distribution server104. Namely, CPU 40 obtains thumbnail images representative of a “newarrival content,” a “high-satisfaction content,” a “recommendedcontent”, and a “favorite content” displayed on the content selectionscreen shown in FIG. 51A, respectively. Thereafter, in step S704, CPU 40causes monitor 34 to display the content selection screen shown in FIG.51A. Then, the process proceeds to step S706.

In step S706, CPU 40 determines whether any character on the contentselection screen shown in FIG. 51A has been pointed or not. When anycharacter on the content selection screen has been pointed (YES in stepS706), the process proceeds to step S708. On the other hand, when nocharacter on the content selection screen is pointed (NO in step S706),the process proceeds to step S710.

In step S708, CPU 40 causes monitor 34 to display a balloon objectincluding explanation corresponding to the pointed character.Thereafter, the process proceeds to step S710.

In step S710, CPU 40 determines whether character 802 associated withthe “new arrival content” has been selected or not. When character 802associated with the “new arrival content” is selected (YES in stepS710), CPU 40 has contents registered as “new arrival contents”displayed in a list (step S712). It is noted that information oncontents registered as the “new arrival contents” is downloaded fromdistribution server 104 at appropriate timing. Then, the processproceeds to step S726.

On the other hand, when character 802 associated with the “new arrivalcontent” is not selected (NO in step S710), CPU 40 determines whethercharacter 804 associated with the “high-satisfaction content” isselected or not (step S714). When character 804 associated with the“high-satisfaction content” is selected (YES in step S714), CPU 40 hascontents registered as the “high-satisfaction contents” displayed in alist (step S716). Then, the process proceeds to step S726.

On the other hand, when character 804 associated with the“high-satisfaction content” is not selected (O in step S714), CPU 40determines whether character 806 associated with the “recommendedcontent” has been selected or not (step S718). When character 806associated with the “recommended content” is selected (YES in stepS718), CPU 40 has contents registered as the “recommended contents”displayed in a list (step S720). Then, the process proceeds to stepS726.

On the other hand, when character 806 associated with the “recommendedcontent” is not selected (NO in step S718), CPU 40 determines whethercharacter 808 associated with the “favorite content” has been selectedor not (step S722). When character 808 associated with the “favoritecontent” is selected (YES in step S722), CPU 40 has contents registeredas the “favorite contents” displayed in a list (step S724). Then, theprocess proceeds to step S726.

On the other hand, when character 808 associated with the “favoritecontent” is not selected (NO in step S722), the process proceeds to stepS730.

In step S726, CPU 40 determines whether any content in a list ofdisplayed contents has been selected or not. When no content in the listof displayed contents is selected (NO in step S726), the processing instep S726 and subsequent step is repeated.

On the other hand, when any content in the list of displayed contents isselected (YES in step S726), CPU 40 executes the motion picturereproduction subroutine for reproducing the selected content (stepS728). After this motion picture reproduction subroutine is executed,the process returns to step S706.

In contrast, in step S730, CPU 40 determines whether foliage plantobject 812 has been selected or not. When foliage plant object 812 isselected (YES in step S730), CPU 40 executes the sponsor selectionscreen subroutine (step S732). After the sponsor selection screensubroutine is executed, the process returns to step S706.

On the other hand, when foliage plant object 812 is not selected (NO instep S730), CPU 40 determines whether character 810 associated with“content search” has been selected or not (step S734). When character810 associated with “content search” is not selected (NO in step S734),the process returns to step S706.

On the other hand, when character 810 associated with “content search”is selected (YES in step S734), CPU 40 has the search keyword entryscreen as shown in FIG. 51B displayed (step S736). In successive stepS738, CPU 40 determines whether any keyword has been entered in thesearch keyword entry screen or not. When no keyword is entered in thesearch keyword entry screen (NO in step S738), the processing in stepS738 is repeated.

On the other hand, when some keyword is entered in the search keywordentry screen (YES in step S738), CPU 40 causes the buffer to store theentered keyword (step S740). In successive step S742, CPU 40 determineswhether “enter again” button 824 in the search keyword entry screen asshown in FIG. 51B has been selected or not. When “enter again” button824 is selected (YES in step S742), CPU 40 resets the keyword stored inthe buffer (step S744). Thereafter, the process returns to step S738.

On the other hand, when “enter again” button 824 is not selected (NO instep S742), CPU 40 determines whether “search with this word” button 926in the search keyword entry screen shown in FIG. 51B has been selectedor not (step S746). When “search with this word” button 826 is notselected (NO in step S746), the process returns to step S738.

In contrast, when “search with this word” button 826 is selected (YES instep S746), CPU 40 transmits the keyword stored in the buffer todistribution server 104 (step S747). In successive step S748, CPU 40determines whether the search result and the thumbnail image have beenreceived from distribution server 104 or not. When the search result andthe thumbnail image have not been received from distribution server 104(NO in step S748), the processing in step S748 is repeated.

On the other hand, when the search result and the thumbnail image arereceived from distribution server 104 (YES in step S748), CPU 40 has thesearch result as shown in FIG. 51C displayed based on the search resultand the thumbnail image received from distribution server 104 (stepS750). In successive step S752, CPU 40 determines whether “more” button832 in the search result screen as shown in FIG. 51C has been selectedor not (step S752). When “more” button 832 is not selected (NO in stepS752), the process proceeds to step S760.

In contrast, when “more” button 832 is selected (YES in step S752), CPU40 transmits the update request for updating the search result todistribution server 104 (step S754). In successive step S756, CPU 40determines whether a new thumbnail image has been received fromdistribution server 104 or not. When the new thumbnail image is notreceived from distribution server 104 (NO in step S756), the processingin step S756 is repeated.

On the other hand, when the new thumbnail image is received fromdistribution server 104 (YES in step S756), CPU 40 updates the searchresult as shown in FIG. 51C based on the new thumbnail image receivedfrom distribution server 104 (step S758). Thereafter, the processproceeds to step S760.

In step S760, CPU 40 determines whether any content in the list ofcontents displayed as the search result has been selected or not. Whenno content is selected (NO in step S760), the processing in step S760and subsequent step is repeated.

On the other hand, when any content is selected (YES in step S760), CPU40 has the reproduction confirmation screen for the selected content asshown in FIG. 51D displayed (step S762). In successive step S764, CPU 40determines whether “watch this” button 844 in the reproductionconfirmation screen as shown in FIG. 51D has been selected or not. When“watch this” button 844 is not selected (NO in step S764), the processreturns to step S764.

On the other hand, when “watch this” button 844 is selected (YES in stepS764), CPU 40 executes the motion picture reproduction subroutine inorder to reproduce the selected content (step S766). After this motionpicture reproduction subroutine is executed, the process returns to stepS706.

Other Embodiments

In the embodiments described above, game device 12 and portable gamedevice 210 have been illustrated by way of representative examples ofthe information processing device according to the present invention,however, the information processing device is not limited thereto.Namely, an application executable by a personal computer may be providedas a program according to the present invention. Here, the programaccording to the present invention may be incorporated as a partialfunction of various applications executed on the personal computer.

Although the present invention has been described and illustrated indetail, it is clearly understood that the same is by way of illustrationand example only and is not to be taken by way of limitation, the scopeof the present invention being interpreted by the terms of the appendedclaims.

What is claimed is:
 1. An information processing system, comprising: atleast one server; and an information processing device connected to saidserver so that data can be communicated therewith, said serverconfigured to at least: store a specific content, store characterinformation defining a character object, store information forintroducing the specific content, and transmit said characterinformation and said information for introducing the specific content tosaid information processing device in association with each other, saidinformation for introducing the specific content including at leastinformation for designating the specific content stored in the server,and said information processing device configured to at least: obtainsaid character information and said information for introducing thespecific content from said server, output the character object based onobtained said character information and obtained said information forintroducing the specific content, including the information fordesignating the specific content stored in the server, in associationwith each other, and in response to a user's operation, access theserver based on the information for designating the specific content,included in the information for introducing the specific content, toobtain the specific content and reproduce the obtained specific content.2. The information processing system according to claim 1, wherein saidinformation processing device further configured to store user characterinformation defining a user character object set in accordance with auser's operation, and output the user character object based on thestored user character information and the character object based on thecharacter information obtained from said server in an identical screen.3. An information processing system, comprising: first and secondinformation processing devices, said first information processing deviceconfigured to at least: store character information defining a characterobject, reproduce a content, generate introduction information forintroducing the content in response to a user's operation, and transmitsaid character information and said introduction information to thesecond information processing device in association with each other,said introduction information including at least information fordesignating the content stored in the first information processingdevice, and said second information processing device configured to atleast: receive said character information and said introductioninformation from said first information processing device, output thecharacter object based on the received said character information andthe received said introduction information, including the informationfor designating the content stored in the first information processingdevice, in association with each other, and access the first informationprocessing device based on the information for designating the content,included in the introduction information, to obtain the content andreproduce the obtained content.
 4. The information processing systemaccording to claim 3, further comprising a server, wherein said serverconfigured to at least store character information and introductioninformation of a specific content, said second information processingdevice configured to at least: receive said character information andsaid introduction information from said first information processingdevice and receive said character information and said introductioninformation from said server, and output the character object based onthe character information received from said server and the introductioninformation of the specific content received from said server, inassociation with each other.
 5. The information processing systemaccording to claim 3, wherein said second information processing deviceis configured to at least effectively receive the introductioninformation only when a sender of said introduction information is thefirst information processing device registered in advance as acommunication destination.
 6. The information processing systemaccording to claim 1, wherein said specific content is multimedia audioand/or video.
 7. The information processing system according to claim 1,wherein said server is configured to automatically transmit saidcharacter information and said information for introducing said specificcontent to said information processing device in association with eachother without user action.
 8. The information processing systemaccording to claim 1, wherein the character object is a virtual gamecharacter that is displayed in association with the information forintroducing the specific content, the virtual game character conveyingthe information for introducing the specific content using at least avisual form of indication.
 9. The information processing systemaccording to claim 1, wherein the server is located separately from theinformation processing device.